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Aru

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A member registered May 23, 2024 · View creator page →

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Yeah sorry, I've been meaning to put out a post-gamejam version that has a clear  narrative as well as button prompts but stuff kept getting in the way.
Once you crushed down the petals into pigments and have lead ingots, you should be able to press F next to the alchemy bench (bottom left of screenshot) to interact with it which lets you paint transmute the ingots.

Thanks for playing the game! <3
There's another game jam by the same community next month and I'm hoping to try that too.

EDIT: Just tried it, it's F next to the bench, not Q

yeah, sadly i programmed it in a really dumb way where you have to stand within a short distance of the north side of the crafting table, i was expecting to get far enough to add ui indicators :

Fairly solid game, beautiful art, great sprite animations which also serve to choreograph when enemies are going to attack, great music/sound effects and their application. The combat and crafting system is fairly engaging and at least from the half a dozen tries I had it was challenging and didn't feel repetitive; which is always great. 

I'd like to take a quick moment to praise MrJackieDees for their music and sounds, I think for audio, this game has been not just my favourite but I would say indisputably the best with two original and appropriately used music tracks which seemed to loop seamlessly. And the half a dozen-ish sound effects which provided great feedback throughout the game for various actions.

The main drawback seems to be how incredibly small scale the game is, I was even more taken aback when this was the biggest team in the jam. 

When it comes to unique visuals, I counted the 1 (perhaps 2?) background image(s), the 1 character sprite, the cauldron, the 4 brewing ingredients (which are super cute btw!), the 14 (I think?) upgrades, and the inventory slot icon . These all look really amazing, which makes it that much more of a shame that there was only a handful that were on screen for more than a tiny percent of the game, it would have been really cool to see either different enemies, obstacles or projectiles to break up the game more visually.

For the cauldron screen, it would have been really nice to have a list of discovered recipes, I actually ended up making a list myself because the difference between how useful they were was pretty extreme (20hp heal vs 1hp, for example). 

Hitting the ingredients with your own projectiles I'm honestly not really a fan of, 99% of the time it just splits up the oncoming ingredients which you would have otherwise caught and causes you to catch none of them; it conditions the player to limit their shooting to avoid firing more projectiles than required to kill the enemy. The crafting recipe that lets you juggle an extra time was novel and ended up being funny a few times but there doesn't seem to be a purpose to bouncing the ingredients, if bouncing them either increased their potency or they did damage to enemies or something similar I think this could have been an incredibly engaging system which would leave me praising the already solid gameplay loop even more.

I'm not sure if it's a bug or there was a shortage of time, but upon dying, the game just keeps playing, the health bar recognises you died, but there is no way to try again or even head back to the main menu. It would have been really nice to be able to jump right back into the action, even more so with how this game might have had the second longest loading time out of the entries.

It's not really a bug but when on controller, if you run out of enough ingredients to use, you have to move your selection across the inventory bar until you reach the "Next Fight" button, it wasn't an issue for me, to see, but the "Need more ingredients!" overlay obscures the bar so this might be hard to see for some people and would just be better off having their selection being moved and limited to the button when this happens.

One bug I did come across was that you can actually mash the selection button for a brewing ingredient and if will spawn multiple of itself above the cauldron, you can very easily get it to spawn 2 by double clicking and I was even able to spawn 3 sometimes, this happens both on keyboard and controller.

All in all this is one of my favourites for the jam, but I would have really loved to see how it turned out with more time put into it. I don't know if the team were for this jam only, but I'll be keeping an eye out for the members in future jams and looking forward to their work.

Thanks so much for trying the game!

It is a shame how much didn't make it to the game, I only just finished the gold making part on the last day of the jam so I didn't get to add objectives, narrative, feedback and quality of life features to help steer the player.

That is very strange if you did GY and it came out with gold, I just went to try to double check and it resulted in Lime, like this:

The only bug that I'm currently aware of that could end up with that kind of result is you can transmute some colours, then transmute different colours during the transmutation animation, and it will result in the ingot being the result of the second set of colours.

And yes, I've had pretty much everyone who has played this game tell me that they thought the dogs were being turned into metal xD

The menu screen (and ofc thumbnail) looks amazing!
Sadly when the game opens up, it is super zoomed in, and it's a shame because this could have been instantly fixed by just editing the settings on itch.io so that the game display box was bigger rather than the default small one.

I was luckily able to work out the controls and potion making pretty fast, so it being a simple and well established game formula helped it there. The music and what sound effects there were are very nice. (apart from the "that is not an option" voice xD)

Most of the sprites look nice, the flowers and equipment especially. The gameplay sadly is very empty so it gets old after the first minute, you're simply told directly exactly what to do rather than there being a step in between for the player to have something to think about. Another way to spice up the gameplay would have been to either have a timer for how long the customer is willing to wait, or even better an overall time and some kind of score for the player to compete against themselves to beat.

One thing that stands out as being a big issue in the game itself is that the ingredients and potions alike are simply deleted when dropped if not dropped onto one of the alchemical tools, and when you do drop them into one, there's no feedback to show that it actually went in.

I didn't notice any bugs, but the settings button on the main menu doesn't work. I'm assuming there simply wasn't enough time for a settings screen. 

Overall it was slightly disappointing with how nice the art is compared to the game mechanically, but I feel like this could have reached a pretty impressive state with just maybe half a day's extra work.

This was a very different game to anything I'd expect to see in a game jam. Very nostalgic with the almost fully accurate replication of a classic arcade game. 

The gameplay was somewhat enjoyable but didn't really leave me wanting more after using my first credit. 

The enemy movement managed to change things up enough to keep it challenging despite only having 1 attack pattern each, but then the size of the enemy health bar and how awkward it is to both use your ammunition and actually hit them with your bullets meant that it took a long time to take them down.

 The only part of the visuals that doesn't really match the arcade theme is the menu graphics, everything else though is exactly on point. It was a shame that I wasn't able to inset more credits to continue the second level where I died.

I can't really think of any specific suggestions of what to improve sadly as these kinds of games are far outside of what I've played in like 20 years, but one interesting thing I notes was I think this is the first game I came across in the jam where I didn't experience any bugs or the like. ^ ^

PS: made it to the leader board in my first few tries :3

 

This game is truly a tragedy, it has such a beautiful environment and a very well made, very well animated, very well designed adorable character, it has a very simple and intuitive gameplay loop, with diverse nicely styled customers, it even has some cosy music and very well placed sound effects.. but then sadly it is held back by what seems to be a ton of bugs that make it virtually unplayable.

I'm not sure what recipes are currently supposed to be in the game, but only able to actually combine bags, everything else would just result in either the base item or a different item ending up in my item slot, with the held item being invisible and cannot be dropped. For some reason 3 blue potions turn into a green potion, sometimes occasionally I was able to just pick up a green potion at the blue potion table, and I couldn't find a red potion at all.

The biggest culprit among these is the invisibility bug, where it seems that everything other than the Bag is invisible until picked up. This combined with the incredibly tiny interaction range means that even after sorta figuring out where the potions, bags, pouches, etc are, it is still very frustrating just to pick up any of the items.

This would be manageable, but the problem gets even worse where often, the items will be invisible when transmuted and automatically picked up by the character, it appears that these don't register as actual items as they cannot be dropped or handed off to any of the customers.


I can relate because most of the last day of the jam I spent bug fixing, a lot of the code for my project was so messy it should be illegal. If I had handed it in before that final day, it would be in pretty much the same state where a lot of the interactions didn't work either at all or as intended.

In the end the only proper way to play the game was to combine bags, and take those and the potions to the front and drop them off for customers to pick them up later. The design of the game is great, it's very fun rushing around picking up, dropping off, and combining items, it's just a shame that the issues explained above got in the way of that fun. I would really love to see this game in a working state, and am also looking forwards to more of your great environments and characters in the future!

Awesome entry, I really enjoyed this! I played it on both keyboard and controller. Definitely the most fleshed out game I've played so far, covering so many aspects of what one can expect from a game.

Extensive story cutscenes, addictive gameplay that keeps itself fresh, a full on menu containing bonus features such as a high score system as well as being able to watch the ending dance.

I think the thing that stood out most that I wasn't a fan of was there seems to be a big conflict of visual styles, 3D models are fairly low poly, but then this clashes with the sprites and the text used in a majority of the game that you would expect to find in an 8-bit game, and then to top everything off there is the slightly nausea-inducing rotating background. 

The first thing I noticed when starting the game was that the dialogue seems to share the same amount of display time regardless of length, I found myself missing the last few words of some sentences and would have to speed up and start skimming the dialogue to avoid missing the story. Either timing these relative to the number of words/characters used or letting the player be in charge of the dialogue pacing would be a great improvement to let people read the short story you have crafted.

Right off the bat when the gameplay starts, you have the elements sitting all the way at the bottom row but still have the same length timer before they drop, this means both that most people don't have time to figure out how the controls interact with the game before they start getting told how they are doing a bad job, and then even after understanding how the controls work, you have to have decent RNG with element placement for there to be enough elements close enough to the bottom for you to be able to set up a row of 3. I really think having the lowest 2 rows be empty would massively improve the player experience, there's already a button to drop the elements into the cauldron so even players who are lucky/fast would not be sitting around waiting.

This might just be personal preference but I wasn't much of a fan of the selection being frozen when elements drop into the pot, it's not that big a deal but I do wonder if it would feel better keeping control even as they fall.

Finally I didn't encounter any bugs, but  I have a few little nit-picks on some small oversights:
- The game text is cut off at the edge of the text boxes during the cutscenes, this seems to be happening because the text is italicized.
- The song during the dance at the end doesn't properly loop, it is off by what might just be half a beat where the loop happens and it sullies what would otherwise be a pleasant song.

It's crazy how much you've managed to put together during the 2 weeks, I surely would have thought this was done by at least a 2-person team, and to have the game have replicability value is truly a cherry on top which I have yet to see elsewhere in the jam. Great work!

PS: The fast paced classical music gave me some massive nostalgia of a Net Yaroze PS1 game called Haunted Maze I used to play a ton as a kid :3

This was a cute little game, it's a shame you didn't have enough time to add in a goal or gameplay loop.

All of the sprites look great - especially the plants and potions- and it is very clear how much time you had dedicated to the Green and Red books which look ABSOLUTELY BEAUTIFUL.

A few small improvements to things that stood out to me which would just require small alterations that only require minimal time and effort:

Screen Size - the UI doesn't properly fit on the screen which is not a big issue (I only found out how out how to set it the day of the submission xD), but even when full-screened the game remains a set size and requires zooming in multiple times for the text to be readable. I don't even know what you had to do to limit it like this as I've never experienced it when working on 2D projects, so I sadly can't give a tip on how to fix it, but you should look into how to set it to scale up for future projects.

Collision - the collision dimensions are not very suitable for the viewing angle of this type of 2D game, when I tried walking into and around the houses, I noticed that it appears that your collider is sized for what you would expect for a more top-down game like Poke'mon where your character is much more square, your character is able to walk behind the back of most of the building, while only being able to move within a few feet of the front. This would be so much nicer if the player's colliders were only around their feet, which would allow them to walk right up to the house. The house colliders also could be improved where allowing the player to move behind the sprite is completely fine, but at the moment it feels like the house has no depth to it, if you increased how high the collider went it would feel more natural with how close you are able to pass behind the building.
Here's a quick example of how this would look for the two colliders:

Backdrop - the background art looks great, but this would absolutely have benefited to the actual backdrop for the game behind that being the same or perhaps a darker shade to the trees at the edge rather than remaining the what I'd guess is the default blue

Overall most of my score is coming from the truly amazing job you did on the visuals xD
I would love to see how this game would look in the completed state you had been aiming for, this is the second game I've really really liked the concept of but sadly the creator wasn't able to find much time during the jam to dedicate to it. I really hope next jam you get enough time to have the game in a state that is satisfying so it can truly shine with your amazing pixel art skills. :D

I actually really love this- or at least, I really love the concept of this, just a very simple and straight forward clicker game , it's pretty awesome you put it together in 3 days, and it's a shame you had IRL stuff to deal with and weren't able to dedicate more time to it.

The character is really cute and simple, and even animated on top of that, the minerals, ore deposits and transmutation orb with table look REALLY REALLY nice. The background tiles are passable, I wouldn't say are "great" like the other sprites, but they definitely are solid enough to where they absolutely do their job of clearly depicting the environment while not being visually displeasing.

The main 2 things I think could have probably been done better in your small timeframe was UI and the balancing of resource values.

UI The first thing the player sees would be the icons for the Bag, the  Transmute and Harvest icons also fall under my same criticism, the greys used are incredibly similar to where both the text and icon are fairly hard to see as well as the icon itself giving the impression that it is currently disabled. The text  and icons also should have margins so that it fits comfortable within the rest of the icon. For the bag screen, having a second column and shrinking the icons and text sizes slightly would allow everything to comfortable fit on the same screen without the need to scroll down, now there wouldn't be enough space for the digits of how many resources are actually required but I'll be going back to that in the second section. For the transmutation screen, it's fine having the scroll if you want to keep the sizes of stuff large, but it would just be nicer if it was scaled down so that 4 of the 8 recipes were visible on the screen at a time rather than the current 3 and a bit. Resource Values I'm sure this was just wasn't a high priority when you were rushing to put everything together in those 3 days, but I think it very much has effected everyone's experience. I wanted to make the Pinky Stone at the end but after mining for a while when listening to a podcast, I noticed I only had a few tier 3 materials. I was going to bust out the auto clicker but did some quick calculations to see how many resources were actually required to make the end product and even auto-clicking was going to be a big time investment. Here's an illustration just to really get across how insane these resource requirements are:


The player would have to click to harvest ore 540, 672 times to have enough resources to craft 1 Pinky Stone. I think it would been absolutely best to be more mindful and lowball  crafting values to something like "4 + 4" for the base requirements where it would look something like this:

Requiring only a total of 2,304 harvest clicks, something that is big enough to take a decent amount of time without it being so insanely grindy that most likely no one is willing to play the game for more than a few minutes.

Hopefully next jam you are able to dedicate more time to your project, I absolutely love clicker/idle games and this would have easily been 5 stars in both categories and not just 1 for me were it to probably even have only 2 or 3 more days put into it. It's perfectly on theme, has great sprites, but not particularly engaging at the moment.

PS: I tried leaving an auto clicker on at the maximum speed while I went to go make some food for probably over 10 minutes and I only managed to get enough light-purple crystals to craft up into this many green gems  Dx

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Very solid game, excellent presentation, a compelling and vivid story, and even some helpful settings. 

I'm not really a fan of text based games myself but I can't point to anything that stands out in a bad way. It did take me quite a few tries to heat up the cauldron at the end, but I chose to be bad at fire so y'know, obviously it's going to be less likely than usual to fulfil that skill check. I picked stealth as my specialty so  I had to go back and keep reheating the cauldron until I failed enough times to get caught for me to see the bad ending.

The only bug I noticed was of course, the "Next Chapter" bug, which just resets the game to what appears to be right when you start interacting with the cauldron, the suspicion meter persists across this reset, but it was thanks to this I was able to experience the ending where you tell him you altered the potion, and then also keep lighting the fire across many resets until it reached max so I could experience the bad ending.

It's not really a bug, but the "Sepia background" and "White background" colours are incredibly close together, to the point where I didn't think the sepia option was doing anything until I brought it into paint. I don't really know if you would want to  lean a tiny bit more into that, but just thought I'd bring it up that the colours are so incredibly close that there was no feedback the setting was actually changing anything.   (PS: I prefer the sepia background because it's less harsh :3)

Was not expecting to see a cute text game here among all the unity projects. 
A nice introduction to setup the premise for the game, unlike myself you managed to have and end state for the game so that's a congrats for appropriately scoping the project. xD

The game was interesting but sadly after the first minute incredibly repetitive and not particularly engaging.

The two big improvements I'd recommend are:

Presentation & Readability

I'm not aware of the limitations of whatever program and/or codebase you are using, so some of these improvements may just not be possible to implement, but the way the game is presented leaves a lot to be desired.

Off the bat the text extends across the entire screen, with no margins horizontally nor vertically.

Once you reach the main game, the layout of the  table is a little hard to read, I would really recommend either creating an actual table or at the very least split the columns up with some more space in-between rather than there being a single space between where the longest field meets the next column and the columns only being discernible because other fields are of shorter length. 

Another possible way would be to use different coloured text for the columns, which I'd definitely recommend for the number values so they stand out.

Economy and Resource Terminology

Naturally like virtually all idle and clicker games, incremental upgrade prices and variation of resource values are pretty fundamental, but with the way you have designated the fields in this game, that wouldn't really make sense, you wouldn't pay more money than the previous donor for the next donor if they were both providing the same amount and quality of donations. One way to remedy this would be to instead rather than be purchasing donors directly, you are instead upgrading a facility in charge of acquiring those donations, and then the incrementing upgrade cost would now be attributed to the addition of extending, staffing and providing equipment and resources for said facility; all of which can still be represented by simply saying something like:

Werewolf Donor Unit
Daily donations: 5

Or something to that effect. The one that stands out the most at moment with its wording is the "Attract a new client for 250 gold?"- which was pretty confusing to parse, the way it's worded, the initial impression is you pay 250 gold for a single customer to come and buy a potion, however this is just increasing the number of customers that come to buy potions each day. A better way to word this would be perhaps be something in the vein of "Increase client outreach" and that would allow for the cost to also be incremented as well as still keeping the "Today, 2 visitors came" part.

Overall a good start to learning programming, the first improvement- if even possible in what you're using- would require tools you have yet to look into, and the second requires a decent amount of knowledge when it comes to the game design of idle/clicker games. 

One small tip when it comes to incrementing numbers for these kinds of games is that incrementing values by 1.2 is a safe and easy way to structure the upgrade system, Paying say 1000 to set up the initial unit, then paying 250 for the resources for your first donor, and then paying 300 followed by 360 for the second and third donors is much much more engaging. It would also mean that you'd probably want to lower your goal of 10,000 sold potions to 1,000 or perhaps even less depending on how many incrementing costs you have.

Hopefully this wasn't too long to read, I just wanted to give some clear and concise feedback and suggestions so that your next game will be better. I will be looking forward to seeing how much you've improved in the next jam. :)

Solid game, reminds me a lot of Courage the Cowardly Dog. 

The characters are nice and stylized, I really wasn't a fan of the FOV or how it feels like your character is 1ft high though, I also had to check the comments to find out if you're just hard-locked at the end or not because it wasn't very clear.

I can't really think of anything specific to give feedback to improve.

I'm not sure if it's a bug or intentional but the barrels seem to reset after a while (maybe on death?) and can drop a bone yet again, the bone also blocked my hand from letting me pick up the chocolate bar so I had to run all the way to the other side of the map to drop it in the boat which was a bit tedious.

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Awesome game! 

Loved the cute art,  music and vibe! I enjoyed the humorous and simple narrative too.

I only managed to complete up to Hard, but it seems like Insane difficulty is just a meme where you're only supposed to beat it through rng.

I've only played a handful of bullet hell games before but a few  things that stood out that I wasn't a fan of was that you're disincentivised from doing anything other than simply dodging until the timer runs out. The boss doesn't have a HP bar so I'd imagine they cannot be beaten, your bullets bounce off the obstacles, combining this with having the bullet direction be determined by your movement vector makes it a really bad idea to even try shooting while dodging. The white-electric bullet type is also so fast it is unreactable if it happens to bounce off an enemy that is just spawning above the top of the screen.

The only bugs I noticed were:
 When paused, the background keeps moving when everything else has stopped in place.
In the tutorial, there is a "prev" button on the text box despite it being the first page of the explanation, it disappears after being clicked.
PS: not really a bug but there is only the movement controls in the tutorial, I had to just start pressing random buttons to find out which one was to shoot xD
One small thing that felt weird was choosing the difficulty on its own main menu screen rather than it just being something that can be changed from whatever was last set when clicking to actually play a game. There's also no visual indicators anywhere of which difficulty it's currently set to but that part ofc is most likely just a time restriction thing since it's low priority.

Overall I mostly enjoyed this but it was a shame that I just had to sit quietly and dodge and not really engage with the mechanics if I wanted to survive until the end. I hope to see more of Kitsuyan in future jams though! :D

As the token bi femboy I was sorta excited to play this one, but then as the token not-really-a-furry I was reminded what animal dicks actually look like Dx

The UI and most of the art is pretty solid, and the hints in the chat are pretty helpful, but I had to look down at the comments to find the specific phrases for the twink transmutation as well as like 3 of the sex positions. I think the easy fix for this would just have a larger pool of acceptable inputs for what the player wants to try, I think from what I've tried there's only 2 for most of them?

In the game's "How To Play" section, it says to input "the name of the sex position you're planning to do", but my first set of attempts were like-
69, sixty-nine, anal, missionary, cowgirl, reverse-cowgirl, blowjob
-with me getting progressively more confused as I input popular sex positions until finally blowjob worked.

One thing that felt very off with the vibes of the rest of the game was the eerie music and humming, the game's premise seems to be you and your girlfriend having fun and getting down and dirty while experimenting with alchemy, but the music is something I'd expect from a game where this is done noncontextually, with your character being some kind of serial killer or monster. 

 The only bug I noticed was that transmuting grool causes the character to "transform", but there are no changes to the sprite, however, despite working with all the other transmute options as if it wasn't counted, it locks out the twink transmutation until you transmute back.

The concept of a game is here but sadly there's not much to go on.

The sprites and character designs are absolutely beautiful, but there seems to be either bugs that are blocking features or just not many features programmed into the game.

For just general feedback:

- Picking up items can be finnicky, the distance the player can pick up items should be larger and I can't tell if you need to face the item on top of that but if you do, you should make it so you can face any direction.

- Enemy health bars clustering at the top of the screen only really functions as a compass and even that would be more suitable with thinner icons than bars. The bars don't seem to decrease in size based on enemy distance nor enemy remaining health, so honestly I think it would have been better for these to not be in the build as they provide no feedback to the player.

As for the bugs, which sadly may have been stunting progress:

- The first quest can't be completed, I've tried handing it in with exactly 3 branches and with all the branches and have had no luck on multiple resets. I don't know if it's related but the NPC also is asking for 3 "dried sticks" but there is technically no such item in the game.

- The crafting screen doesn't seem to work, the bottom button clicked, the top buttons looks like it is hidden behind the "recipe title" text which is blocking the raycasts.

- The player has no death state, which isn't a big deal, but their health continues to decrease down past 0 into the negatives, so you want to cap that off.

Looking forward to seeing how you improve between now and the next jam!

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Great work on the combat logic and pretty weak in terms of theme.

The combat is absolutely solid, zero complaints there, the environment and characters look awesome, the main improvements would be to both readability and playability. Here's just some thoughts on my experience with the game.

Having keyboard controls is fine, but having the option to use the mouse for all actions would be amazing, the control bindings aren't very intuitive so I find myself having to keep checking the control scheme panel. Even if the bindings were more preferably I think I would still use the mouse over the keyboard.

It's not immediately obvious which character you're using or even if you're moving or attacking. In fact, the yellow highlight for damage and the red for movement is probably the opposite way round of what would be intuitive for differentiating the two.

The bar on the left has almost nothing to indicate its purpose, after testing, it seems it is both a turn order as well as the current and max hp of each unit, but there is no way to tell which box corresponds to which unit, even without icons having at least one colour for the playable characters and  one for enemies would be a massive improvement, and then you can sorta intuit which enemies are damaged based on their max health and which have been in range the longest. For health indicators, this would probably just be most preferable above each unit or at least when hovered over, as even with individual icons, you would still have to program it so hovering or clicking the icon highlights the enemy it belongs to anyway.

It's of low importance, but being able to accidentally use a spell on a spot that won't hit any enemies doesn't serve the game at the moment, it's possible that later you planned to have ways to interact with the environment such as leaving either fire to block a path or some viscous liquid to slow enemies who try to pass through but at the moment it would be nicer without this feature.

Thanks so much! :D
If I had more time she'd have clothes and accessories (after quickly modelling the dogs and customers ofc), here's the concept drawing down below  of her. I hope to  work  on a non-jam version of this over the next few weeks maybe after I've taken a nice well-deserved break .

PS: I took a glance at your profile and it's a shame you didn't participate in this jam, but it's even more of a shame because I actually played your "Krooked Shot" when trying out games after hearing that jam had just finished and if I recall it was in my top 5 for that jam. 

Great gameplay loop and perfectly on theme!

You have most of the foundations down and from here it's really cool thinking how easy it would be to scale the game up and expand the request list and customer sprites for extra variation. ^ ^

I think the main improvements would be (both of which are sorta intertwined):
- Giving the player some kind of either tutorial or more direct explanation on how the grinding process works.

- More feedback all around, there's a lot of stuff that isn't shown such as how many and what ingredients have been used so far, or that the potion  has even been crafted and if so what it turned into.


The only bug I came across and maybe I was doing it wrong but I was never able to actually craft a revival potion, I tried maybe 5 times but it seems to be a super duper low chance someone asks for it so it's hard to test.

Love the premise and animations, sadly the raptors stun-lock you so you basically have to cheese the game by sliding past them so you can stay out of range.
A block button would be great!
(Also would be cool if there was something binding her wrists :3