Yes, that works a lot better. I like it
Antomaat
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I personally think that the first level should be very easy to clear. I would get rid of all the platforms in the first level and just have a gap that you can easily clear. The controls are very unique and it takes time to get used to them. And then ramp up the difficulty slowly. And then the last couple of stages can be more challenging when you know the player has all the basics down.
I think it's an interesting idea and it also looks cool. One problem that I had was that I "died" without understanding what happened. Did my time run out or did I get hit by something? And the countdown is too short, or the difficulty ramps up too quickly.
If you made it in C, then lots of respect for you!
Ok, the goal of the game is a bit confusing. I think I get the point of the game, but I might be playing it wrong. In the bottom right corner, there is a picture of a goblin. And I need to "kill" the goblin by clicking on it. At the later stages, there are multiple goblins that I need to click, but after the first kill, all the goblins start running so it's challenging to find the correct one. And some goblins are visually similar so you have to match the picture with the goblin precisely.
Visually it's well done, if I played it correctly, it's fun to play as well. You might slow down the goblin running a bit, it's too fast in my opinion. I liked the game.
I think it looks good and controls nicely. I didn't get very far, I'm just bad at these type of games. The game is polished and does what it sets out to do. I would have liked a indication for where I'm about to jump, but I understand that it doesn't mesh with the genre that well. Well done!
submitted 2 minutes before the deadline, that must have been stressful!
I liked the game. Although the collision polygons were a bit janky, the controls were responsive and I didn't have that many collisions. It felt kind of relaxing to drive between islands. At one point I wished the arrow color would indicate which island the passenger should be dropped off. I laughed out loud the first time that I saw I was playing a snail
What did I just play?! The controls are very creative. I like the feel of the game and it's quite responsive when you get used to it. Good game! If I may add a suggestion, the really short platforms are a bit tricky and I think you can substitute them with larger ones without compromising the level design. Or at least use them less. The game difficulty ramps up really fast. I really enjoyed it though!
That's a funny idea! The carrot animation is great, avoiding the rabbits works well. It felt like pacman at times. If you plan on working on the game a bit more, maybe add a bigger arena. Then you can spawn lot's of more rabbits. There should be an indication where new rabbits pop up, since most of the time that I failed was because of the spawning rabbits. These are just some stretch goals/ideas, the game is overall fun to play.
This feels very polished. Having multiple worlds that you can switch between is really cool. The game looks very cute. I like the dragon finger as the mouse pointer and the little dragon images that pop up when clicking on the egg. The tutorials are helpful as well.
If there is a plan for a finished product, maybe adding other things in the scene to click for strategic or visual purposes would be cool. Like tap into the deck building aspect of two different nest types next to each other would give you some bonus, combined with some specific leaf hoard on the next line doubles it etc. Idk, just some thoughts that popped to my head while playing.
Good game!
Great art style and sound design. Works really well together!
The idea of being able to cycle between the target clouds was a good idea. I think it made the game more fun and strategic. The player has to make the decision of which cloud to focus on next. There is a bit of decision fatigue vs reflexes problem where the clouds maybe move too fast. If I have to cycle to the next cloud, I have to make a split second decision. Maybe slowing down the clouds, adding empty clouds or some kind of bonus coin clouds in the middle would reduce it as well.
As others have pointed out, the atmosphere is great.
I was surprised by the looping world and I think it's a good design decision. I deliberately walked around the world to see the looping from all sides. So there is something interesting about it and if you plan on working on the game a bit more, I would lean into the looping and collecting somehow a lot more. Finding and figuring out a looping pattern and this leads to being able to progress or find items etc. It would be quite a unique experience. This would be in tune with your games name. Lucidity being clearness after confusion or something like that. The figuring out a stressful loop to find some piece of mind at the end could be interesting.
I would be proud of your first finished project. Congratulations!
I had fun playing. At first I expected a sims style rts game. I think the idea is great and it looks good. I liked the control scheme. It was a bit hard to understand at first, but when you get used to it, it works. The interpretation of the limitation was very creative.
I think to improve on the idea, you could have made a single player version and made the art a bit bigger. It would have been cool to see the forms in larger scale.
I liked the presentation and overall gameplay. The movement, picking up and placing objects felt fluid. The idea is very good and the interpretation is also great. The game can be expanded to a bigger scale as well.
The game should be slowed down quite a bit. I had decision paralysis quite often. interpreting the wishes, finding the objects and combining them is quite a lot of mental gymnastics. There should be at least 5 minutes per customer. I would like more time to find the creative combinations. I think you should maybe drop the customers leaving part all together and have a full timer before closing. Maybe managing the shop after closing to get more familiar with the products etc. It would be less stressful.
It has a charm to it and I think after balancing it out, it could be a real product as well. I would recommend to keep working on it. Good job!
The game was very atmospheric. I like games where you restore the game world, so it was right up my alley. The ending was awesome and unexpected. I liked that I could still move my character at the end. Good idea! I had a bit of trouble figuring out I could double jump. I didn't see the instruction on the wall.
A lot of good decisions were made for this game. I like the wrapping when the player falls off the screen. Also the way puzzle and adventure elements worked together. Not to mention sounds and visuals.
I think the faster paced puzzle game genre feels fresh. Lots of lighter puzzles and a level design with movements that push the player forward.
The kid is cool, looks just like me. The game is my kind of game, but I can't get past the eye. It keeps on looping. Can you give me a hint?
I like that at first I find a noose and think "oh no, am I going to kill myself!?" and then I keep finding things that look dangerous, but in the end i create a ladder with it.
The presentation is good, I like the floating items as a inventory. More games should do that.
I liked the visuals and the overall level design. The idea of hiding for a limited time is cool. Feels like stealth is a limited resource and it should be used strategically.
I think the jumping height could have been a bit higher. Jumping over barrels and onto platforms was hard. For some reason the player interacted with the boxes but the barrels did not. This was a bit confusing.
Overall good job! Would like to play a polished after the jam version!
Good concept and use of the limitation. The different parts of the game fit together - the chameleon, changing color, stealthyly trying to get to the destination. I imagined the "end point" being a fly or insect and the creature trying to get to its prey.
The chameleon animation was cool. A lot of work put into it. I played with the animation for some time, moving it back and forth.
Would like to play a polished version of this game.




