Thank you! :)
You can reach me at: aruche.sin@gmail.com
I enjoyed every moment of it, it's fun and I think the games you create have the 'X factor' that I enjoy. The characters are cute and the conversations are sweet and funny. The AI aspect feels very natural and part of the experience. It's purrfect, in my opinion. My dream? I wish I could make games like the way you do someday :)
Thanks a lot for playing and for the thoughtful feedback!
The game actually started as a small RPG dungeon crawler, but I gave up on that halfway and pivoted into a “guess the drawing” experiment instead. I got fascinated by how far I could push LLMs to draw - SVGs, ASCII, even pixel art. I spent way too long trying to get something coherent out of them. Eventually I had to accept that the doodles just weren’t readable enough, so they are now basically 'decorations' created by 'derpy doodlebots' that come along with the text hint in a 'mystery adventure' game. (They are given the same hint text to draw a picture out of, but it's usually too difficult for what they're capable of).
To be honest, I nearly abandoned the project after many setbacks, but I decided to finish it anyway just to see it through. I’m really glad you noticed the SVG backgrounds though.
Will definitely try your game, I was looking forward to it.
Very beautiful!
What I liked:
- The atmosphere it creates, cool but gentle.
- The visuals are simple but effective. Good color combination.
- The little chime sounds are really healing to me and well executed.
- Ability to interact with the stars is a plus point to polish.
What I would change / add:
- Respawn the player if they fell off the cliff when the bridge is not complete.
- Fullscreen, please? I think it would be even more immersive. :)
This is very good. I like the idea and how it's executed overall.
What I liked:
- Relaxing vibe
- Pretty chime sound
Some ideas I have:
- The simultaneous triggering when the mouse is near the edge of the orb kinda disrupts the vibes.
- For a start, perhaps every orb could record the last time it chimed and have a short delay before it's possible to trigger them again.
- Add a compatible ambient music to fill up the soundscape.
- Add more visual effects to the background, maybe also orb color changes
- Fullscreen togggle.
I love the how whimsical the experience is.
What I liked:
- cat. cute sprites
- funny, whimsical narrative
- forgiving gameplay - thanks for the 3 lives and constant refills for a casual player like me
What I would change:
- Press spacebar to skip the delay after narrative text (only after all the text appears) - because different people have different reading speed, the delay was a little long for me and slightly kills the pace.
- Better sync for the music vs the notes in the mini-game.
Very well done. I wish I could make something so funny some day.
What I liked:
- The graphics are clean and easy to understand.
- There is a clear challenge to the game (which I didn't manage to add any to my own game...)
- It's readable even on mobile. (which I should try to do better for mine)
What could make it even better:
- Maybe make the card decks less random (sometimes it's impossible to craft anything to satisfy the customer even at the start). maybe a few draws are fixed, then the rest are random.
- A difficulty ramp - perhaps at the start, there won't be orders for an armor.
- Only use up the first possible set of items to craft something when placed on the crafting stations - i tried stacking raw iron & coal and everything disappears instead of just one set.
- Make the "Press spacebar to open recipe" thing on top a clickable button - it would make this game completely mobile accessible!
I guess you would have done all that if you had more than 2 days though, so good job!
It really feels like a complete game and I think that in itself is amazing. I got to the good ending but I was a little heartbroken I didn't manage to convince Aira to trust me without the hint (even though she said she trusted me and that I could too! I got backstabbed!).
The Timeshift mechanic makes me feel like there's a lot of potential to the idea - there could be more stuff that the player can do to affect the outcomes. Overall it's fun and engaging. Nice use of TTS too. Awesome.
Thanks so much for playing and sharing your thoughts, Wenzhe!
You’re absolutely right, I hadn’t considered how the AI might invent flaws even when an item is described as perfect. That’s great feedback, and I’ll definitely look into tightening the prompts so the NPCs haggle more realistically. Really appreciate you pointing this out!
The theme of surviving the work week loop is incredibly relatable, and I love the way it's presented with cozy pixel art and soothing lo-fi music. I think it lulls you into a routine, which makes the repetition feel intentional rather than tedious. There’s a certain melancholy underneath the cuteness that really stuck with me... it reminded me how easy it is to lose time to the everyday stuff.
Really ambitious idea for a jam game - I love that you went for a big, multi-system design. You’ve got a strong foundation with inventory, shop, fishing, NPC interaction, etc., and it’s clear how much work went into getting all of that in. Four days isn’t nearly enough to flesh out a world this big, but I can see the potential. The visuals suit the tone nicely - charming and consistent. Would love to see this developed further.
I love the visuals and the music, they are so smooth! It's really tough and I never got to complete the game but that's on me, bullet hell games are known to be hard. Moving in a circle is definitely an interesting spin and I think it worked really well. I love that you focused on the boss fight part of the game, which is the most challenging section to create - I wish I were confident enough to do something like this someday!