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aran-makes-games

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A member registered Mar 08, 2017 · View creator page →

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I love the concept! The art is pleasing, and it's satisfying to see the environment become more vibrant as the player picks up the trash.

One area for improvement: movement felt a bit "float"-y and too slow.

What a great little game! The tutorial stages do a good job introducing the basic mechanics, and I like how later stages introduce new ways to use them (e.g. dodging fireballs with the sword). The aesthetics are top notch, too.

3D generally more difficult to work in than 2D, so kudos for giving it a go in a 3-day jam! The controls and movement felt smooth. However, my character seemed to get "off-track" at one point, and I was no longer able to pick up the arrows because my character was too far back from the boss.

Love the art style! It's cute and colorful. I would definitely play a full game with it.

I liked this interpretation of the limitation. It's a bit more metaphorical, and gives the game a more cohesive overall theme. I can also appreciate how the UI design communicates the character's anxiety. (A very relatable feeling, tbh.) The art and music are also good!

However, I found the actual gameplay to be frustrating. Managing health, mana, and character position, all while also looking for the right spell to cast, was difficult in a way that wasn't fun for me. The position of the health makes it feel like it's the slime's health, so I was confused the first time I died.

Very nice art!

I found dodging the bombs to be difficult. Character movement doesn't feel very responsive, and the blast radius on the bombs was much higher than expected. (My character often died from a bomb on the ground exploding even though they were jumping and almost touching the ceiling.)

I appreciate the inclusion of an interactive tutorial. I was a little confused by the instructions at first, so being able to experiment with the controls in a low-stress environment helped me understand them better.

Thank you for playing! I'm glad to hear the difficulty curve more or less "works". I tried roughly timing it with the music, but ran out of energy to really balance/polish it.

Whether you get a seed after sleeping, and whether that seed is a hybrid, is random, so depending on how long you played, it may just be bad luck. (I know that when I was play testing it, it seemed to take forever to produce purple cosmos specifically...but I couldn't find any reason for it, and an acquaintance who play tested it seemed to get plenty of them. I assumed it was just the RNG being finicky.) Additionally, red and yellow don't produce a hybrid.

Still, I'll look into it and make sure it's behaving properly before I upload the post-jam update.

Thanks for the feedback!

Limiting how much the player can grow, particularly early on in the game, is a good idea. I might try giving the player a small plot of land to start, then they can buy upgrades to get more area for growing.

Thanks for the feedback! Could you elaborate on what you found hard to understand about the crossbreeding mechanic? I'm planning to expand the game at least a little bit once the jam is over, and fixing usability issues is an important part of that.

I'll look into adding watering! I already have a few ideas of how to integrate it into the game and maybe improve the economy/give the player some more goals in the process.

Thanks for the feedback! I almost added a "harvest all" button but then didn't for some reason. A purchasable scythe is a good idea, both for addressing all the clicking and giving the player something to work towards with earning money.

Good concept! Overall balance felt a bit off to me; I never seemed to have enough water cards.

Cute game! The mechanics are fun and require a good degree of strategy.

Some suggestions:

  • The highlighting on the selected plant is a bit too subtle. It can be easy to lose track of what's selected, particularly when you're also opening and closing the wiki a lot.
  • It would be nice if the plant's likes/dislikes were shown in a tooltip when mousing over it and/or somewhere on screen when selected.

Very cool concept!

It took me a while to figure out how to predict which tiles would be the ones to transform, and I feel like I never did get a good handle on it. e.g. If I turn tile A from void to grass, then an adjacent tile B from void to grass, tile B will most likely be the one that becomes flowers, but I still don't understand the circumstances that cause tile A to transform instead.

Really excellent little game! I love the concept and could absolutely see myself playing this outside of the jam rating period just for fun. I'm definitely looking forward to the updated version mentioned in the replies to another comment!

One feature suggestion: It would be nice to be able to see what cards you have left in your deck.

Thanks for playing! The level does not loop automatically, but you can reset the game by pressing the button in the bottom right. (In hindsight, I realized that I should have put it in the middle of the screen instead to make it more obvious.)

Thanks for playing! It's probably not a bug. Only a limited number of coins spawn. Once you pass all of them, you have to restart the game by pressing the reset button in the bottom right.

Love both the visuals and the music!

The intro with the voice overs and story was neat and well-done overall, but relative to the total length of the game it felt a bit long.

Very cute and fun! I liked the way the mechanics are introduced (e.g. with the stationary ghost at the beginning) and the gradual increase in challenge.

I did struggle a bit with the platforming, particularly at the end of the first level. The player's movement feels "slippery" and difficult to control, and it took me a while to get used to it.

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This game gave me vivid flashbacks to playing flash games as a kid, so it was unexpectedly nostalgic. (This is a good thing.) Very cute!

Amazing aesthetic with catchy music and appealing art!

Very creepy! You're right that our games are so similar yet so different at the same time. It's really cool to see how different people approach the same concept.

The messages were my favorite part. They provided the broad strokes of a story and painted a picture that enhanced the overall creepiness of the game. Well done!

This game is adorable! I think the writing is my favorite part -- simple and conversational with distinctive and fun voices for each of the characters. It made me smile, and I'll probably send a link to my friend who likes black cats and Halloween!

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Thanks for playing! I'm glad you liked the atmosphere.

Mushrooms grow in the spring, too. ¯\_(ツ)_/¯ I associate them more with rainy weather, regardless of season. Probably could have added morels, which are more associated with the spring, but eh. Didn't think of that within the time limit.

Not sure I can do anything about the anti-virus, especially since I'm not running into any problems on either of my own computers. The .zip contains what Unity spits out + a .txt with the credits for the assets I didn't make.