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A member registered Dec 06, 2024 · View creator page →

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Love your art style you put in a lot of detail and worked well with the restriction. 

Interesting use of color theory, turns out I may need to study that a bit more lol. 

A unique concept for sure. Makes you introspective.

Very smooth game, mouse path tracking worked really well. Good job.

Surprisingly fun, found myself desperately trying not to get hit by water. Nicely done.

nice game. the simon says orders getting progressively harder was well done 

Really enjoyed that, very simple mechanics that were well polished. Love the idea.

Good puzzle mechanics and nice art. unfortunately I bugged twice and fell through the world so I was unable to get past the first level. I agree with Kalkylatop. Having a checkpoint once you get the flame would have been nice.  Well done.

Well to be fair this game was made for a 72 hour game jam. With that in mind I'm going to choose polish over expansion, especially the closer to the end of the time limit we get.

Most of your rational seems to be based off having the time to fully plan the scope and game all at once and have everything settled before making it. While for a game jam (especially such a short one) our initial build plan is to just make minimum viable. Then if you have the time, expand.

The main downside to this is that any major system that is added after a minimum viable build has to be built on top of already implemented code. Due to that even a small scope expansion can take many hours of re-writing code to get the new system to work on top of the old. The upside is that if something doesn't work or you run out of time you have the ability to backpedal to a working system. 

The examples I gave for add-ons to the game are just possibilities, which would greatly change the game and thusly also change how we would describe it. Right now it is arcade-like, because that is the closest way we want to describe the game. If we made it so you would buy upgrades after each loss, we would then probably describe it as roguelike.

If we were to expand the game sometime in the future, we would probably change many, many things about it. There is a good possibility that we would start a brand new build that can be built with a much more defined idea in mind. That way all the systems can work together well, we would also have the time to test out additions and see how they feel before making them final. Then at the end finding what's best to describe the game.


Again, thank you for taking the time to give feedback on the game. What you have said and gone over will useful for future games we make, especially when deciding on an initial scope.

Very cute art style. This game has potential. You could make some cool puzzles using each elementals abilities.

A basic game that could be a decent time killer. I couldn't really see the upgrades having any effect. if you add some more polish to that system and make it feel like we are truly getting stronger I can see it becoming more enjoyable. 

Most games use space for jump so it becomes an instinct to use space. Having the fire using up that key when its already mapped for the mouse is a bit redundant and makes it so that gamer instinct works against us. 

It had potential but without a way to regenerate mana there's no game here. 

Nice simple puzzles good use of the limitation and movement was smooth. Ill admit I died a couple times from trying to jump with space. 

Very good looking game! Once you learn the mechanic its easy and fun. Great work!

Very cute game. Your art is wonderful and well done and I think the story was sweet.

Well the idea behind the images was pine trees as viewed from above. Perhaps that would have been more clear with green but our research showed that black orange and blue are colors that are pretty universal for various forms of color blind people to see. We figured making the trees blue like the water would make sense from a game mechanic aspect.

Thanks for the feedback. I'm glad you enjoyed it. This is actually the first time I've used Moho and I was confused at first but once I learned how to rotate the blades it was really simple. I have some experience with pixel art and the most annoying thing I've found is that trying to rotate any image is just a mess. That's why I looked into moho in the first place.  I've learned it has a lot of useful tools to make animating 2d images more streamlined. Definitely worth checking out in my opinion.

I appreciate the fully flushed out review, I would say you are correct on all points. This is the first game we have made for a jam where we scoped in ad narrow as we could to polish each element we do have as best as we can. We have had a few game where the unpolished bits ruined the rest of the game. 

If we did continue this game, things like upgrades and fire spread would have been added. Maybe even a wider viewport being one of the upgrades. Thank you for playing, and giving a really good review that we can use to be better in future game jams. 


I think adding coyote time and jump queueing would really help some of the platforming. That said the hardest part for me was not seeing below me to tell if I'm gonna land on anything. Fun game though, and well done for the time limit.

Couldn't figure out how to get past the disappearing blocks. But other than that it felt great, very smooth. Nicely done.

very satisfying to torch the critters. Wish fulfillment right there xD

Have to get a bit lucky to beat it. If you don't get the right card options you're going to die. A little strategy helps. my first run i just played everything as it showed and died in the first rain. Had to learn to keep cards in my hand. All in all i enjoyed it and rather than being frustrated at my losses i just got determined to beat it. Nicely done

Fairly simple game, but for only three days not bad. Nicely done.

Extremely fun to play. Very nicely done. The ramp up in difficulty feels great.

Very interesting concept, well done.

I enjoyed it. Reminded me of old flash games.

Super clean game, very nicely done.

I could see myself burning a few hours in this game when I have the time. Well done.

Fun concept and enjoyable to play, although the sound effect was a little too accurate. 

You overestimate how many friends I have lol. Played by myself and its solid. Did notice that the buttons on at least one level stayed down even after reset. All said a solid game.

Super clear instructions and gameplay. Followed the limitation perfectly. Well done.

Interesting concept for the game, enemies seemed to spawn way faster than I could manage them. Nicely done overall.

Super solid platformer, well done. Really enjoy the art style.

Pretty fun and simple concept that works really well with the limitation. Very well done.

Control layout is a tad funky, but other than that super well polished game that follows the limitation.

Its simple but fun.

So very fun, great concept and impressive for the time frame.

Super cute and fun game. Well done.