Hiya, I'm looking to get a team together and would love to have another Unity programmer on board! I'm mainly an artist, but can also code in Unity. Just sent you a friend request on discord :)
Artichat
Creator of
Recent community posts
The game was reasonably self-explanatory, although I didn't understand why you would need to transform back into an envelope or paper airplane, and the health bar was difficult to read as the colours were very similar. It took me a while to notice that my health had gone down. I also found it a bit hard visually to tell what the upgrades were. Although I did think the game had an appealing style, it looks nice and cohesive.
Interesting concept! I liked that each creature had their own behaviour and patterns to learn to figure out how to catch them, although some of them I don't think I fully understood, particularly the third level. I ended up catching him, but I think it was more out of luck than by understanding the pattern.
Very cool art style! It's a very visually appealing game, and the gameplay was pretty self explanatory. I would have liked it if there was a way to replay the mime's requests, because it was easy to forget what they had asked for and just end up guessing if you didn't get it right the first time. I also would have liked if the character moved a bit faster, because walking all the way around the shop and back to get a specific item felt quite slow. Aside from that, with some more characters and interactions I could see this working as a longer game. Well done!
A fun little game! The tutorial was very well done, I understood what to do immediately and the way the difficulty ramped up felt very natural, it starts off quite simple but got pretty challenging by the last few levels. Those are some very slippery sheep! I also liked the sfx and playful music, I think they fit the vibe of the game very nicely, and the particle effects were a nice touch. Good job!
Delightful! I absolutely love the sfx, if I could give you 10 stars for audio, I would! It's super intuitive and simple, but fun to play, and actually gets quite challenging towards the end. I really appreciate the attention to detail, and being able to collect all the little guys is a really nice touch. Great job!
Very pretty game, the art was lovely, and I liked playing as the dog!
Unfortunately the movement and controls didn't feel good, having to press enter to dash whilst also holding the spacebar felt awkward, and the movement could have used some coyote time on the jumps. The way the camera snaps abruptly when you change directions also felt unpleasant to me.
It also wasn't clear which platforms you could jump on when climbing the trees, I only managed to jump onto the lower branches, even though I thought I would be able to climb higher because the upper branches looked identical.
The way you introduced movement and eating to heal was intuitive, although teaching the player how to throw the pine cone could have used some similar button prompts. The enemies felt like a weak point, they didn't provide much of a challenge, and I never understood how to attack them, so just ended up dashing past all of them.
The dog sfx were very nice, some more music throughout the game would have really added to the atmosphere though. The intense music at the end felt like a good fit for a battle against the enemies, but it continued playing until the ending where you're reunited with your owner, which really clashed with what was supposed to be a heartwarming moment.
Overall, I think the premise is sweet, but the gameplay, specifically movement and enemies, needs some work.
It's a fun concept! I like the theme and the pixel art cat was very cute! It felt a bit too tricky for my taste though, it seemed impossible to avoid all the obstacles, and I wasn't 100% sure which obstacles actually damage you and which ones just slow you down. I think having some more feedback when you take damage would have helped. I found zooming around in the shopping cart was the most fun part. As someone else has already mentioned, I think this could work well in an endless runner format.
Very cool idea! It was pretty intuitive, the interactions felt responsive, and I enjoyed experimenting in my cauldron. The creative direction also feels cohesive and fits the theme well, it definitely gives off medieval alchemy vibes!
The only thing I didn't understand was what triggered the contents of the cauldron to be turned into gold, was it supposed to be tied to the day and night cycle? If so, that didn't seem to trigger in the second round I played. My first round ended quite quickly, but the second round felt like it went on for too long, I would've liked it if my cauldron reset more frequently. I also didn't like that the combinations I'd unlocked disappeared from the scroll when restarting, it would be nice to be able keep the knowledge that you've gained from previous play throughs.
Overall, I did find it pretty engaging, and I could see this working as a longer game, but I think it would require more possible combinations to experiment with to keep it interesting.
It's a nice premise and the art is very cute, I really liked it, even though it could have been a bit more cohesive (ie: using line art on the assets for the cafe area, but not for the lake area).
Unfortunately the controls were quite confusing, as other people have mentioned, and once I visited an area on the map, I couldn't figure out how to leave it again and had to refresh the game and restart. I don't know if it's a bug, but I didn't seem to be able to fly in the lake and cafe areas? I assumed I would have to fly upwards to get back to the map, but I wasn't able to do that, so ended up wandering off the edge of the screen and not being able to come back.
As someone else has mentioned, for me the game only showed up in the top left hand corner of the screen, and like them, I'm also a Mac user. I'm not sure what causes it but it's an issue I've encountered with other games made in Godot.
Lastly, I think putting more work into the sfx and music would also go a long way to improving the game feel and atmosphere.
Good job to your team on making your first game!
This was great! The game was intuitive and straightforward, but really engaging! The only thing I didn't understand right away was that you can take other player's cards that don't match your own, but I eventually picked up on that by seeing the AI players doing it. I also love the art, music and atmosphere, and the sfx were very well done and really added to the game feel. Overall it felt really polished and I could see this being part of a longer game, although I think it requires too much intense concentration to be a standalone game without some kind of downtime in between rounds.
The only part which felt frustrating to me was in the later rounds, when there was only one player left and you were just waiting for the right card to appear. The wait time felt a bit too long for me.
Hey, sorry for the unsolicited message, but I wanted to ask if you’d be interested in collaborating with an artist?
I’m looking to team up with people, and your entry stood out to me as one of the games I enjoyed playing in the Comfy Winter jam (which I also entered).
I’ve been working on solo game projects for a couple of years, but have been making art for much longer and I think it’s one of my stronger skills that I can contribute.
Anyway, let me know if you’re interested at all and we could talk more, I’d be happy to send you some of my artwork if you like. No worries if you’re not interested though, I just thought I’d ask :)
It was fairly easy to understand the concept, but hard to tell when you were actually eating or being attacked, so it could use some more feedback for player interactions. I wasn't sure if I could attack the bigger dinosaurs or if I was meant to run away. I tried biting them when they attacked my siblings, but then they just killed me lol. I also found the movement a bit floaty and didn't respond quite the way I expected to. But it's a fun idea, I could see myself playing it for longer if those issues were ironed out.
I found it very difficult to understand, in the tutorial stage I was pressing all the buttons on my keyboard before realising that I had to use the mouse, and I found that the strategy of the gameplay wasn't clear at all. I also found the lack of sfx left the gameplay feeling quite flat. I liked the visuals and the painterly style of the grass though.
This was lovely! I found it very intuitive and easy to understand, and it felt very responsive and polished. I appreciated the attention to detail, with the trees fading as you walk past them and the particle effects and camera zooming in as the animals appear. The art style is cute, I loved the mice following the character around, that was adorable! I also loved the sfx and the music, and it had a great cozy atmosphere overall. The basket mechanic was a nice addition and I really appreciated how easy and intuitive it was to pick up the trash, it made it very easy to get into, and I didn't mind the slow walking speed because the atmosphere was enjoyable and it fit the game's relaxed vibe. The ending made me sad though!
Great work!
Very cute frog and tongue sfx! As other people have mentioned, it took me a while to figure out that you can change the tongue direction, so that could have used some explanation. I also ran into the bug of the game not restarting without refreshing the page when you lose. But once I figured out how to play, it was fun! I would play more of it if there were more levels, it reminds me of the snake game on old mobile phones!
I like the idea and the pixel art is well done, but I found it difficult to understand how to play without reading the description. It wasn't very clear that you're supposed to punch in time to the music. I also didn't really understand how the health system works, do you lose health when you miss the beat, or is it when you get too close to the enemies?
I really liked the 2D art and animations, although it wasn't super clear that the spaceship was crash landing. I think adding an explosion could communicate that more clearly. I think making a 3D game with 2D sprites is an interesting choice, but personally, I found the 2D art much more appealing than the 3D environment. The camera angle made it difficult to avoid the monster when it was behind you and led to some clipping through the terrain. I didn't also really understand what the goal was, I understood you needed to collect the spiked wheels, but I didn't know what to do with them once I'd picked them all up, so I ended up wandering around and eventually getting to the ending without really understanding what had triggered it. I think the game could also use some sfx for picking up the collectables or when being attacked by an enemy to provide some more feedback. Lastly, as other people have mentioned, the deaths and the ending scene are very abrupt and could use a smoother transition.
I definitely found the game easy to understand, and I liked that the move speed is quite fast, it means that backtracking through the levels doesn't feel punishing. The movement and camera controls felt quite janky though, I kept moving so far forward I ran straight into the walls. The music got quite repetitive after a while, and some more variety with the environments and enemies for each level would have been nice. Each level ended up feeling quite samey. It would also have been nice to have some more feedback and sfx from the enemies when they get near you or when you hit them.
Unfortunately the controls and movement didn't feel good, the movement feels glitchy and very slow, so having to go back to the treehouse to get upgrades felt quite tedious. I also didn't enjoy having to keep pressing the spacebar repeatedly. It wasn't super intuitive that you're supposed to get to the treehouse by digging, I thought I should be able to just walk up to it, so that took me a while to understand. I really liked the design for the treehouse though, and the background music was nice and calming.
I really liked the puzzle mechanic and how it was introduced, I found it very intuitive to understand, great job there! The sound effects were great too and provided good player feedback, and the background music fit the game very well, it added ambiance without being too distracting. My main critique is that the movement felt pretty unforgiving, I think it could use some coyote time because it felt far too easy to accidentally fall off a platform and have to redo a puzzle again, which got pretty frustrating. Good work to the team though, I like the concept!
Thank you so much for sharing your play through and for your feedback, it was great to see you playing the game and your reaction! As the team's artist I appreciate the compliments on the art and animations! I'm glad you enjoyed the game overall, although it's a shame you got stuck at the end. Our programmer Gamenio came up with the idea of using emojis for the title and we thought it was a fun idea based on the jam's limitation!
Thanks for playing the game! I put a lot of work into the animations, so I’m glad you liked it!
And thanks for your feedback about the barn, I didn’t realize that leaving the doors open could be misleading for players, perhaps drawing it with the doors closed would have indicated more clearly that you aren’t supposed to go inside, so thank you for pointing that out!
Thanks for your feedback and for playing the game! As for your points about the background and trees, yes I agree it definitely doesn’t look as cohesive as I would have liked. Those were placeholder assets and not intended to be in the final game, but unfortunately we had some technical issues that meant we didn’t have time to replace them with the finished assets I made before the deadline.
Btw, I found out how to add collaborators, you have to go and edit the page, and at the top there should be a bunch of tabs, if you click on the tab at the end which says “More” it opens up a dropdown menu and one of the options is “Admins”. If you click on that, it takes you to a page where you can add collaborators by typing in their user name.
Hope that helps!
Amazing! That’s great to hear! Yes, Princesse Pika’s track has been uploaded, and I’ve added a few extra decoration details if you have time/want to add them in. Btw, I didn’t know what size some of the assets should be, so if you need them resized just let me know. Also, don’t forget to add us as collaborators on the itch page!
And likewise, it’s been a pleasure working with you too! 😊
I’m really glad we’ll be able to finish the game after all, thank you for all your hard work!


