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N. A. Melamed

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A member registered Feb 13, 2018 · View creator page →

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The demo is really promising!

I love that setting up characters to support each other in battle leads to conversations between them during the rest phase. It adds an interesting layer to the battle tactics when you're also thinking about the interactions you'd like to see, or which characters you want to learn more about.

I'm excited to get to know the cast as the game develops.~ 

Thanks so much for playing!~ And yeah aha a few people have mentioned the resolution. Definitely something for us to update post-jam!

I'm a fan of experimental text adventure games, and I think what you did here is really interesting~ I was hoping for a little more integration between games and storyline- maybe exploring the protagonist's relationship with her sister or giving more context to their arcade visits- but I still enjoyed the way you simulated arcade games in a text-based format. I agree with another commenter that the match-making game was the most fun. Maybe a cool post-jam direction could be exploring ways to make the game mechanics a little more complex so the player has a greater sense of agency? Either way, I think it's a great entry, and an especially amazing job for a first game!

We were going for the feeling of browsing a thrift store (in its idealized form where everything is a perfect fit) so I appreciate that! I know AstralLamb put a lot of thought into the clothing layers and layered makeup effects in particular~<3

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Thanks for trying it out! <3 And good point about sound and window sizing. Definitely something to adjust post-jam.

I think there's a few adjustments to be made with the drag and drop anyway, so I'll give some more thought to the patches. I can see how they might be a little big. Will confer with the team on that one haha

Thank you, I appreciate the tip! I remember having some last minute trouble getting the game to work in browser (turned out to be an issue with audio streaming compatibility) so window sizing got left out in the cold haha. Definitely something to adjust post-jam!

It was a bit odd trying to rate this game on a fun scale because I really see it as more of a work of art. For me, the fun was in observing the interesting design choices made by the creator and thinking about what they communicate. I found the experience compelling in the same way that I might connect to a poem. Saving this one for later to give it more thought <3

I found this to be a very peaceful experience~ I appreciate the long wait times as an element of the game. It feels as though it would make a great desktop idler. Something nice to check in on and grow between periods of work. I would absolutely carry on cultivating my digital garden forever given the chance. Great work <3

This seems to be the rare idle game that rewards my impatience haha~ the angry clam movements are very cute. I appreciate the gameplay loop and I even found it a bit addictive. I think it would have been interesting to be able to experiment with the bracelet recipes. Maybe that can be a post-jam direction for development?

Saved this one for later in the jam because I immediately knew I would spend a while on it haha. I think this game is perfect for what it is. No notes. It's a relaxing, simple and enjoyable experience.~

I respect the commitment to 80s text adventure game aesthetics! And Adeline's single-minded quest haha. This was fun to try out, but difficult to commit to without more variety in the game mechanics. I wonder if it may become a stepping stone to a more immersive simulator game in the future?

Such a simple and delightful concept <3 I loved figuring out which items in the environment would unlock new outfits. A lot of fun little surprises too!

It's nice to see an entry made in the Narrat engine. I'd be curious to hear about the team's experience working with it! (I've been thinking of trying it out for smaller narrative-focused games)

Engine aside- I love that you put effort into a punny name and personality for every corgi <3 I think it would be fun to see that incorporated into the game a little more beyond interactions in the corgidex. The maze search was the most engaging past of the gameplay for me. Maybe a nice post-jam addition could be making the room searches a little more cluttered, and the corgis in those rooms a little more difficult to find?

This is an impressively polished game! It's apparent that the devs went in with quite a bit of previous game development experience. I don't personally have the reaction speed to be very good at it (I think my highest peak was 98m?)- but I can appreciate the amount of thought that went into all the small details. The character's movement responds to mouse movement in a very fluid and intuitive way. I think the sprite animations, particle effects and sound design compliment it well.~ I found myself curious about how the procedural generation worked and translated to the constellation map shown at the end of each run.

Thanks for checking out the game <3 And for noting the bug too~ since one of the other commenters mentioned it earlier, I've implemented a fix. It will be updated once the voting period is over!

I had a lot of fun with the first four levels! Sadly my hand-eye coordination could not surmount level 5 so no makeover for me :' ) It was still a very enjoyably silly game though~ I could easily see this concept evolving into a fun cooperative party game!

What a satisfying exploration game! I didn't expect the puzzle element, but I did really appreciate it. I'm admittedly one of those people who loses all sense of direction in 3d games, so I got lost and and just wandered around the map for a while. It would have been great to have some kind of mini map or other indication of where the research base was (although it's possible I missed something too?) I ended up mostly taking in the relaxing atmosphere and appreciating the small details that were put into the various game environments. 

Awh, thank you- getting that retro thrift store vibe right was a big goal of ours! (and I agree, AstralLamb worked really hard and did an amazing job with the layered outfits and makeup imo~) Grateful for the emoji appreciation too haha (˶ᵔ ᵕ ᵔ˶) 

Thank you for the kind words! <3 The changing background scene is as far as you can go for the moment. We had limited time to work on a jam game between all our other responsibilities, so we opted for something small and achievable that we could finish with a bit of polish. We did discuss coming back post-jam to add some additional elements (maybe even narrative elements) so the framework is there. Hopefully we do get that chance!

Thank you for giving it a try! We did discuss the possibility of adding to the game after the jam was over. I hope we get a chance to develop it more~

Oof that's a harsh workplace! x' ) I've never played an office slacking type game before, but it turned to be lots of fun~ Definitely had a stress response to the sound of the boss trudging by my cubicle haha. What a great self-contained game <3

I'm not usually great at platformers, but this one felt pretty easy and straightforward! It had a cute sense of humour too. A little more feedback from the game on defeating enemies or collecting items would probably have enhanced the experience- but it sounds like that was more of a time crunch issue. I'm curious to see what this would become with a little more time for development~<3

I appreciate the way this plays like the ultimate classic girly game. <3  It really feels like a callback to the height of the flash game era, right down to the music and art style too. Great work!~

I like the idea of a game where you're making the perfect ice cream combo, and I can see how you've already worked out the underlying mechanic! I also agree with other commenters that more feedback from the customers (or even a more explicit scoring system) would help make the gameplay feel more satisfying. It's a creative concept, and I hope you keep developing it post-jam! <3

This is such a unique concept! I love how you successfully tied all the seemingly disparate gameplay elements together into one cohesive whole. If this were expanded into a narrative-driven game where certain necklace designs have an impact on the gameplay or story, I know I'd really enjoy it! Certain elements reminded me of an unusual 90s game called "Ecco the Dolphin"- was that an inspiration by any chance?~ (if so, you have great taste imo <3)

Such a relaxing atmosphere~<3 I'm fond of games that aim for any kind of environmental simulation. A pretty ambitious project for a ten-day jam, but your team pulled it off well! If I could endlessly grow my virtual garden, I'd probably keep playing this for a very long time :' )

I'd love to see what Pied Pi-purr can become with more than 12 hours of crunch and a little more experience with Godot haha <3 But also- deep respect for the dedication to pulling this off in time for the jam! (and the cats are so cute~)

Thank you for sharing your outfits with us- those are some great combinations! 100% agree those city punks won't know what hit em' <3

Haha YES we need more!~ <3

I totally agree that it would be fun to  give the collectibles a bit more impact! Maybe a post-jam project~ Thank you for trying our game <3

Thank you! ✶⋆.˚

Thank you for playing our game! I'm also very impressed with all the thought AstralLamb put into the item layers <3 Glad the retro shaders were a hit too haha

Thank you for trying it out~<3

Thanks for the tip! I ended up finding the flower pot and finishing the game. I thought the memory shard mechanic was an interesting way to tell a story.  It seemed like there was a lot of context and background information relayed in a very short timespan. It's impressive that you got that all done in time for the jam- but I also suspect it would feel more impactful if the pacing were slowed down so the player had more time to get to know the characters. This is clearly part of a longer and more ambitious narrative project, so I wish you luck with continuing to work on it! I also appreciated the puzzles at the beginning, and would love to see a series of shard-collecting puzzles that grow more complex as the game progresses~<3

Great work on this game, especially for the creator's first jam! I can see the groundwork for a more involved pet simulation game and I hope you continue with it. Personally, I kind of appreciate the bunnies being on different screens, but I also wish there were more features to justify it- for example, maybe they could need a particular set of environmental cues to change the direction they evolve in?

It's exciting to see a horror-themed submission to the jam!

The entire game interface is a very creative re-imagining of the standard ren'py interface.

I like the way the dress-up screen was put together, but I do wish the hitbox for the draggable area was highlighted in some way. I initially tried to drag the items directly to where they would appear on the character, and found that neither the hair nor the shoes were recognized. It seems as though the actually hitbox for draggable items is somewhere in the middle of the character's body? 

Otherwise, I thought the dress-up was well-integrated with the game's themes! On a personal level, I appreciate the use of a dress-up game mechanic as a clever inversion of the "what was she wearing" trope- emphasizing how clothing can enhance agency/mobility. Even with the heavy themes aside, it's a cool way of making clothing choices have narrative implications.

I'm always charmed by games with a retro pixel art aesthetic, so this one stood out me right away <3 

The manual make-up application is a neat idea- I'd be curious to see how you apply that to clothing in future development!

A funny thing I encountered that may or may not be a bug: I noticed that when I tried to walk up on the beach screen, all of my attempts to walk down again were blocked by the moving character. At first I thought this might be part of the game (she wants to tell the protagonist something?) but when I realized her dialogue was cycling, I began to wonder if it may be unintended.

The whole game gave me a warm and cozy feeling, and I'd love to see the finished version take form!

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Huh, thanks for letting us know! The bug you mention is really odd- I'd like to see if I can replicate it and figure out how that happened so we can get things more polished post-jam~

The selfie screen has a large "back to shop" button- did that show up on your screen? And about the cash register collectible- did it disappear from the shop screen when you collected it? I'm wondering if some kind of browser-related delay in animations could be causing unexpected behaviour.

Edit: Ah, I can see what happened with the endless collectable bug! Fortunately that's a quick fix. Not sure about the shop screen though- I think I'd need a little more info to replicate that one.

I respect the challenge of making a game where you only use a single button to interact with the world!

The music and art felt very cohesive to me. They put me in mind of a show made for young children, and had a sweet, wholesome quality.

Unfortunately, I wasn't able to finish the game. :/ Something about either the parallax or the unicorn's movement seemed to trigger pre-migraine symptoms (I am migraine-prone) and I had to set it down. That being said- even during my short playthrough I could appreciate how much work was put into making this.

I think a great post-jam feature would be an indicator of which ability is being used/which ability will be used at next button press. Based on another comment it sounds like that might already be in the works? I hope you continue with it! <3

This game has great art direction!- despite having multiple artists working on different elements over a relatively brief timespan, all of the art looked pretty cohesive to me. 

It would have been fun to see more of the game description reflected in the game itself. Seems like there's a great magical girl story waiting to happen there <3

I also enjoyed matching the movement patterns of the scattered items and enemies. I'd love to see what a more developed version of this concept looks like!