not too shabby although I see the commenter below me did way better haha. Fun game. I liked all your different little guy designs. Especially like how the green guy swims.
Maya Carter
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haha good question. I meant for it to be a clicker, but I have to admit that I don't play that many. A friend playtested the game for me during the jam and told me that the best part of a clicker is when you buy the upgrade that makes it so you don't have to click all the time. So we changed it to have butterflies passively generate points (plus you can sell them and sell the hybrids for lots of points) So glad you liked the bugs! That's lovely to hear :)
yeah The plants were supposed to decay much more slowly but when you get lots of caterpillars, they eat the plants up (which is not obvious enough) and then they die super quick. Sorry to hear the plants didn't repopulate in the shop for you! I thought that was working but I have to admit I ran into a lot of odd bugs putting the shop together.
I really enjoyed playing this. I love when people include voice acting in their jam games. I thought the voices were really crisp and the voice acting was great. The short bits in between with the typing and the piano sounds really added to it and the whole thing felt quite artistic. An interesting direction and I think it paid off!
wow it is totally amazing how much content you managed to get into this jam game! I think my favorite part was going under the mushroom and the really cool visual effect that created on the screen. Getting to pick and swap out weapons is awesome and I think if I spent more time learning to use the shield and stuff, I probably could have gotten better. My favorite weapons were the ones with long range like the spear and stuff. I actually selected the shield at first because I thought maybe it was a boomerang and I was trying to put more distance between myself and the enemies.
I was surprised to see all the features like blocking, attacking, sprinting, swapping weapons. I sometimes found myself attacking enemies that were already dead so I think some kind of particle effect when they die and maybe a more noticeable sound for death would help with that. And in general I think a louder sound for when you hit an enemy would help give more oomf to the attack landing.
But seriously amazing job. I loved the little details like how the clovers and stuff move a little bit when an enemy pops out of them. Really great work!
Thanks! This was a very different kind of submission for me as I was the dev here (usually I'm just on art and wiring up a couple systems) and my cousin did the art. I tried to be really thoughtful about optimization from the start (object pools, event system, caching all components in dictionaries so I never need to call getComponent in game) but alas... I could not figure out how to resolve this weird memory bug! Very sad because it comes just as you start to really get into hybrid bugs.
I did originally design this to revolve around clicking, but a good friend gave me feedback to put in more ways to passively gain points. I'm glad I was able to get that into the game, at least! So if you like clicking, by all means haha :D but it's also possible to sit back and watch your bugs make points for you, breeding hybrid bugs and selling them for the big bucks. Well, it would be possible. If the game didn't crash x)
Thank you for the kind feedback! Yeah I'm totally stumped with the memory issue. I've been trying to pinpoint its source but have had no luck. All objects in the game are created in object pools at the start, and any getComponent calls are handled when populating the pools, then stored in dictionaries. I do have a lot of dictionaries to store everything, but once everything gets created at the start it's only at 2% of the memory capacity on web. So I'm totally lost as to what is suddenly eating up so much memory late into the game. But thank you so much for playing!
*edit* also yes! sorry clicking eggs and caterpillars does make them hatch faster. I wish I'd had more time to really balance all those numbers though. Attempts at optimization ate up all those final days.
This has come such a long way from the start. I really like how it feels to scroll the world around with the mouse wheel. Getting to place buildings is nice and the sounds for the chopping and mining are good. Is there a way to delete buildings you've already placed? I couldn't figure out how to get rid of buildings when I realized I ran out of room to be able to put a castle and have enough people for it. Also I couldn't find a way to "cancel" placing a building, so if I clicked on one I was sort of stuck having to place it.
thanks for playing! Yeah we see this crash happening only on the WebGL build and not in the editor where we did most of the testing, unfortunately. It's some kind of memory bug, but the weird thing is, up until it hits that error, the game is only using like 2% of the memory capacity. Then in an instant it goes to 100% and crashes. Tried desperately to fix it in the last hour of the jam, but alas... Could not pinpoint the issue.
Sizzling sound is intimidating and fun and all the different shapes were well designed. I wish the food didn't collide with stuff while it's transparent though. Also couldn't tell if double jump is a thing of I can just jump again if my body is touching food. It's probably just that I'm bad at the game x) but it was hard to jump up on stuff in those critical moments.
I love diner dash so I had a lot of fun playing this. The paper mario style flipping characters were really cute and it was a nice touch to be able to see their star rating go up or down depending on how long it takes to serve them. I also appreciated how this felt more chill than a lot of those kind of games are. It was a really nice vibe and I liked cooking massive mountains of food :3
Is there a way to get yourself vertical again after your main dude faceplants? I tried to jump onto one of the roofs early on and fell face-down. After that, every time I tried to jump, I'd just hump the ground instead x)
Anyway I was fully drawn in by your thumbnail. The floppy mechanics of the dude stack are very entertaining.
It took me a while to understand that I needed to look at the little numbers on the circles and eat positive ones to grow. I kept just losing and wasn't sure if I needed to go between the dots, avoid the dots, or what. Also, once I figured it out, the dots kept changing values mid-way through the screen, such that I'd have no time to react to avoid them. They'd come down the screen with one value, I'd line myself up to eat one, and right as I touch it, it would change to some negative value. Is that intentional? Anyway, I like the idea that you grow bigger so you start at this bacteria level and then get to bigger and bigger scales. But I wish more of the things I ate were things that demonstrated that scale, like the ants and stuff, rather than lots of blue dots.
Great art- I especially liked the scaling mini-game. The fish portraits are great and I enjoyed popping the little scales with the different knives. I thought it would be cool if the kraken at the end has a timer where you have to feed it in time or it sinks your boat. But really nice entry overall!
absolutely love the art. It's so cute and bright. It was so funny watching the lizard try to hide from the human doing pushups. I thought it was a bit odd that most things interact with e but then the jump in the jump rope game is space. Also, since we don't use the mouse in the game, I wish it were easier to press E or space or something instead of pressing on buttons. It works in some scenarios but not all. That said, it's really cute and I love the opening cinematic. Great work!
The art is incredibly cute and I was shocked at the amount of mini games, but I couldn't really get the hang of any of them. Also my game kept popping out of fullscreen, and when it wasn't fullscreen, it didn't fit on my screen so I couldn't do the tasks in time. Feels like it has so much potential if the UX was more polished.


















