Thank you. Indeed, can't exactly say that we arrived at the final shape of gameplay design early, so by the end there was little time for polish and nuancing.
AmazedCreations
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This is genius! And you have put so many tunes into it, if it wasn't so late I totally couldn't stop playing this! I love the gameplay allowing the player unleash their creativity, and the collapsable environment really completes the experience. Huge respect for coming up with something so random and making it work so beautifully!
Pleasure to experiment and see what plant comes out. Great job finishing the gameplay aspect within time bounds. Beautiful visuals, but missing any music at all. Even a simplest boring roaylty free track, or sparse nature sounds would noticably enrich the experience after a while spent with it. Personally I would prefer to try and learn how different conditionas influence the plants rather than have a deduction gameplay, but I suppose that's very personal.
I think the game would feel better if either the watering was shorter or the growing was longer. Currently it feels like there are always some sproats to water and I don't get any breathers to observe my work done and the plants growing, which is really the greatest reward currently in game. It maybe a subtle difference but I think it could have huge impact on how the game feels.
Otherwise, certainly satisfying interactions, sounds and animation. Very peaceful.
Very creative, interesting combination of mechanics. Is the scoring inspireed by Balatro? If I were to name one thing worth improving I would say the pacing. It feels too slow for an action game, but it is alse definitely not a puzzle.
Very curious what was it made with, is it made from scratch in C++?
Very true, and the risk is even greater on the jam with limited time. I think to craft an experience that gets more players into the zone and motivated to keep replaying takes time. And artistic polish can help a lot. On the other hand, this type of 'start from the beggining' challenge is reminiscent of oldschool games. And certainly some people are more receptive to challenges to begin with.
Great depth with the wealth of controls given to the player! I find it amazing how much the sense of freedom of movement and limitation there is at the same time, it almost seems impossible, like a paradox! Lovely visuals too. All that and you also managed to design so many enemy types!
The only thing I wish was different is the progression. The aim is to survive the longest, but the enemies appear to spawn randomly and the intensity felt very random to me too. Likewise the heart spawns. Because of that on my subsequent plays I wasn't sure how much better have I played and how much lucky did I get. I think more scripted enemy spawning with intensity gradually hiking would make for a more satisfying gameplay to me.
I enjoyed this A LOT. First of all great execution on the theme, my favourite so far. Clear presentation. Very smart design with the relationship between distance, speed and loop power. I liked the balancing. It was quite a lot on the difficult side, but at least really made me want to beat it and the satisfaction afterwards was even greater. My only dislike was how easy it was to escape camera and fall into enemies at high speed. Really took away from the enjoyment of the speed to me. Let me stress again, very impressed by balancing I know it's not easy to get in a jam time-scale.
It depends, what you mean by text glitching out, but potentially it's a bug and any extra info is appreciated. We had mixed opinions on time pressure amongst the team, but realistically, we hardly delivered the scope we had, let alone adding more x') Thanks for playing and taking your time to feedback.
Sense of humour and voice acting definitely 5-star. Got me right on board! Interesting twist with the card shop and great post-production. I admit I found it hard to get into the flow of the gameplay itself. There is something about going to the beat that makes me not want to stop and wait. And that's a sure recipe to collide with red ^^;
Hehe, I guess I really love how coherent the game is. It says it's about scribbling while being bored, and that's how I felt playing it. And picking up cows with magnet is hillarious. Maybe I wish it was a little bit more difficult, then again, absolutely that afternoon #bored intensity kind of difficulty: delivered ;)
Unfortunately the game has some bad bugs (reincarnate menu remaining after reincarnation and obscuring the view.I also once got petrified but was still able to keep running and playing with reincarnation menu on until i got killed second time.) I'm not sure if I played properly or found some illlegitimate shortcuts, but one puzzle impressed me. Afterwards I got stuck so I haven't completed it.
The music is so soothing! Nicely presented. (love the backdrop) Very relaxing experience.
Personally I'd be excited to have at least a little challenge, because carrying one cake at a time and keeping only one name in mind makes a very straightforward task. My suggestion is to try and put the order board somewhere out of the way. In this way, the player could save time if they remember more than one order at a time, but if they forgot they would have to sacrifice precious time to double check, this would introduce a risk and reward factor which could increase engagement.








