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AmazedCreations

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A member registered Jan 16, 2023 · View creator page →

Creator of

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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.

Ah yes, good point. Hopefully lowering the threshold will improve the first time experience with the book. I suppose a first time UI tip would be best. Thanks for appeariating and your feedback.

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!

Sounds like a legit strategy for this game xD

I enjoyed this one a lot. Great concept! Very well executed interaction and sfx. I hope you keep working on it! I would really love to play it some more if it was a bit challenging! Good luck!

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++?

It's possible to jump out of the web!?
Of course I understand it's the jam scope that came in the way, in fact I am impressed by the degree of polish.

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.

Well done this feels very much complete! Perfectly fine puzzle, functional art and soundscape stimulating concentration. Personally I am only missing some more attractive art, with colours and complimenting shapes and I would really  see myself spending a long time playing your game.

That's a super cute jump animation if I saw one! Also appreciating effort put into level design. But the difficulty is brutal xD I don't feel like I can get anything more than the runes.

Yes, thank you for clarifying! The thing is.... there are only 3 rounds ^^; but we ran out of time to implement a proper end to the game.

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.

Ah, this gives me the vibe of Getting Over It. Is the frustrating element by design? xD Pretty interesting concept.

Geez man, your game gives me the creeps. @@ Not quite my type of thing , but my teammates might dig it! Also, apparently, I'm really bad at this xD can't see the differences I guess. Still! A very complete experience and great post-production. Quite an achievement for the scope of a jam.

Thank you, for kind words!

Indeed, loss condition fell out of scope. Thanks for playing!

Thanks for enjoying it! And totally agreed, I couldn't stop grooving to this tune while programming! xD

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.

Indeed! Even an initiall popup, right? If not for critical bugs to be fixed in the extension time O7Z I'm glad it resonated with you either way.. 

Thank you for playing

Thanks for appreciation!

Not intended, I assure ;) 

Yes an sfx bug made it in, in the eleventh hour. And I could not make the book completely stable by the deadline. But if you found any other bugs, I would be interested to hear.

Thanks! Credit goes to our artist who really gave it her her 110%.

It is! We made a review of games of the sort even if we pivoted a couple of times on the way. Thanks for appreciation and seeing the potential. We were talking about giving this project some more love afterwards.

Glad you enjoyed! I can't say much to this other than agree ^^

Nice, clear look. Interesting idea. Solid base. I'm curious which way would you take it have you had more time.

Thank you for playing, glad you liked it! Yeah, unfortunately one sfx got looped in the hectic last-hour hotfix. qq

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 ^^;

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Yeah, time got too tight to add a proper tutorial, but you can find an explanation in the description.

Nice idea and nicely executed. I just found it hard to understand the puzzle. I guess I would first need to understand the pathfinding, maybe then I would get much more into optimising :)

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.

A very interesting plot twist! It caught me completelly off-guard and intrigued me. But I wish there was another layer to it and some resolution to the mystery. (if there is I certainly haven't found it)

I love the atmosphere, narrative and the soundtrack! Very evocative, well done! Mechanics and progression are also interesting, I just wish there was a bit more balancing and less trivial difficulty.

Very original idea, respect for designing this! But I admit the gameplay got a bit frustrating for me T_T

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.

Good luck with your post jam update, I would love to check it out then!

Yes, my screen is a bit lower resolution than most modern screens and I think a fullscreen option should help here.