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Avalorn

30
Posts
14
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A member registered Jun 15, 2020

Recent community posts

(1 edit)

Ah thanks for figuring out what was going on.  I changed the assigned LocalStorage size from 5mb to 10mb, will report back if that resolves it.

Edit: Seems to have fixed the problem!  I'll go see about cleaning out old games later, hopefully this will be useful for anyone else who might run into the same issue.  (about:config, find dom.storage.default_quota and increase size)

I'm getting a repeated error when attempting to play, after quite a bit of progress.  This was happening before the update too.

An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:

QuotaExceededError: The quota has been exceeded.

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Cute!  The sound effects were a bit harsh but the gameplay worked and was fun.  Short but sweet.  I wonder if there were other chickens beyond the golden one.

Way too much clicking required to select and harvest/replant. No instructions in the game that explain what's going on doesn't help. 

Too hard to tell what's the front of the ship, no explanation of the controls, can't adjust the sound. The shooting was so janky I couldn't even kill one enemy.  Gave up in annoyance.

This is a great game and I've come back to play it repeatedly.  A+ on the sound design, perfect music, the rolling and interaction sounds are satisfying.  A bit heavy on the amount of clicking to move dice but the UI is otherwise great.  The push-pull between trying to make money while satisfying client requirements makes for interesting decision space.

I did run into a bug(?) with the customer who requests "at least one cat" - they seem to *only* accept cats in their box, which makes them easily the worst client and not worth satisfying the requirement.  

The garden dice seemed underwhelming to me.  There are no clients who require flowers or garden dice, only ones who hate them and on top of being some of the lowest average dice face values, they feel bad to get as both temp dice or end of round bonuses.  This also makes the Garden dice bonus box pretty unappealing too.  I never take them if it can be avoided.

Dragons are extremely powerful as one would expect of a multiplier, especially since they often come on dice with a 20 point face.  The 18 dice box is poor early game but becomes very powerful late game.  I did not find much use in the 2x sticker box (esp. with a "no stickers" client in the pool), and rarely with the reroll box - okay very early but otherwise a never pick due to having too low a scoring potential with only five dice slots.

Cat and Mouse have good potential but birds/berries and dogs/sticks just feel bad.  They're okay for some early game temp dice but very quickly fall off in utility, and are underpowered compared to the "get a temp dice for each filled slot" box. 

However given the insanely short development cycle for this game I can't really fault any of the (minor) balance issues, you should be really proud of what you've made!


I've gotten up to day 37, and my best box was worth $1688. (screenshot was a little before the final count, didn't time it right.)

A great game and really impressive considering the time limitations!  I can see myself coming back to play this again.

I really like the basic gameplay loop; digging tunnels for maximum ores while still trying to have good paths out is a fun puzzle.  


Had a hard time with the climbing/jumping controls, often getting climb when I was just trying to jump and vice versa.  The stamina bar feels punishing especially while just trying to jump up a one high block staircase.  

The countdown to payments could stand to be clearer - when does the day start, how much time do I have left?  I've lost multiple times by not being capable of figuring out what the game was trying to tell me in terms of time left, which was frustrating.  A spindown clock face similar to the stamina gauge could help a lot there, or some kind of audio/visual cue to show "hey you don't have a lot of time remaining".

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The whole vibe of this game is just depressing.  Nobody ever comes to help you with the dishes, and you're too busy trying to keep up with the endless stack to pay attention to whatever story beats might be going on.  Having to put back each tool before being allowed to grab the next one was frustrating.  Often the water droplets are so small you can't tell where the game wants you to wipe so you're just madly waving all over the plate trying to satisfy unforgiving hitboxes.  Why can I only wash one plate at once instead of making a sink of soapy water to soak them in?


Other than that, realistic I guess.  If you were trying to make a sorrowful, devoid of fun game you've succeeded in spades.

I love retromine, it's one of the games I come back to play over and over.  It does feel like there are only a few viable deckbuilds that can win the game, notably with draw (esp. free), and Gold Mine/Wrench. 


I ran into a weird bug while drawing my whole deck that made these placeholder cards that got frozen in the background and couldn't be played.  They only lasted that round but interfered with drawing cards or sometimes got drawn out of the deck after a shuffle.

Adorable looking but unplayable in Firefox browser.  There's so much lag and load time, I can't play.

Unfortunately this game seems utterly unplayable.  There's a huge wait time for the initial load to the point where the browser thinks it's stalled out, going to any other interface/window causes a 5-10 second wait, and there's no explanation of what to actually do to play;  "buy bees, hives and flowers from the shop" is insufficient player guidance.   I would be willing to experiment but every action seems unresponsive or broken.

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I have mixed feelings about this game.
I really liked that the UI has a very cohesive style, the pets are adorable, and most mechanics self-explanatory.  

Sound was repetitive but fine.

I did not enjoy: That coins not collected before ending the round were lost, even if the round was won (maybe they were? it seemed like no).  Sometimes with only one pet left on each team it took a long time for anything to happen with no speed up option.  The immunity star seems *wildly* overpowered.  There's a lack of information on things like powerups (how many can I have? Can I exchange them? move them to other pets?)  


Not being able to upgrade pets with ones of the same species seems like a huge missed opportunity.  Otherwise there's no real incentive to keep any pet, just throw them all away at the next round and buy better ones.  Also there's nothing making them feel special or different from each other beyond looks.

A+ game, I'm enjoying the new mechanics.  I'd love to play this offline but the lack of windowed mode option for desktop is a non-starter. I also had an issue where I was unable to attach a 4$ stamp to one of the hockey-shaped parcels, presumably because the hitbox was too big.  That's the only frustrations I've run into, in this otherwise fantastic game.  Thank you for the zen experience!

A good start to a cute flower farming game.  

I liked the overall idea and presentation, music fits well.  It was a bit baffling why the island was so big when you can complete the whole game with a single one of the bigger plots, and there's no incentive to farm further away from the merchant.  More decision space would be appreciated; right now there's one extremely obvious path where you buy the maximum amount of the best flower available, rinse and repeat.  It's not a bad gameplay loop but there isn't a lot of fun in it right now.  Understandable for something made in such a short period of time!  The flower graphics are definitely the star of the show with all the bright happy colours.

Not a bad game idea at all, I like the premise!

It would be helpful to have the description or at least name of the buildings on mouse-over, as they're not obvious what they are on first play except for the field.  The very beginning is also pretty punishing in terms of food for the first cloudling; if you don't immediately merge with a field it's game over in seconds.  Definitely would be interested to see this with more tech/progress or mechanics.  Maybe some way to destroy buildings or break off parts of the island.

I wish I could like this game, but it's overwhelming in the very first minute. Give your players at least a few seconds to familiarize themselves with the controls and UI before drowning them in orders & weeds. :(

I liked the art style, music and the UI is pretty good!  Watching the crops grow is nice.  Some quality of life features like drag-to-plant/harvest would have be appreciated in terms of accessibility.

At first I thought the buttons said "100 Tops", not taps, and figured that was a currency buy not a "click this thing 100x".  There's also not much of an indication which plant you have selected nor a reason to buy most of them since each one is just straight better than the last.  The cost curve is low enough you can buy 3-4 upgrades and get to the best one easily.  Overall solidly well done but could use some more mechanics to interact with.  

A really great start to a farming game!
The graphics and music are charming, gameplay loop is nice and compact.  More choices would be appreciated, and something to vary up the challenge.  Right now it's fairly straight forward "pick a single expensive seed and all watering cans".   Tall watering can seems kind of odd given it's strictly worse than Big.  Everything worked well though, beat both of the two games I played.

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I really liked the early gameplay loop, a bit of work to get going but then it snowballs quickly.  Had a few issues; the gem/treasure collection noise would not stop at a certain point when the whole container filled up, and would dearly love a "leave mine" button because at a certain point it becomes impossible to run out of stamina.   It seems a bit strange that fewer rocks/extra dirt layers show up the deeper you go; I would expect it to get harder not easier to mine layers and there to be better rewards further down, but the item pool seems consistent.  That'd incentivize buying the tool upgrades.  

A really good framework to build a game on though!  I had fun.  

+1 for please add an option to disable the screenshake.  Had difficulties aiming at the spot I actually wanted to mine a lot; would be nice if that was pointer driven (like Stardew Valley - you'd still have to be fairly close for it to work).   The artwork and seeing the gems drop into the sidebar was my favourite part. <3

Understandable there are technical limitations - maybe have some backup static images with arrows on them underneath the videos?  It'd smooth out the rough onboarding for new players a bit.  I was wondering if the game itself was broken at first (thankfully not).

The images (I assume there were supposed to be images) did not load in the tutorial screens.  Then I had no idea what I was supposed to be doing because the branch delivery was underneath the banner at the bottom of the screen that says "Need to find Trader".  I seemingly couldn't interact with anything because I was looking at the delivery location not the resource that could be dragged.  There are two fullscreen buttons and one of them doesn't work.


Made it up to the water droplet and couldn't figure out how to make that.  The pacing was really stressful with no time to actually consider what to do next.

A basic overlay / explanation of the controls would be helpful; I spent a few minutes not realizing I could zoom in with the mouse and everything was so *tiny*.   
Not being able to unassign dorfs from their posts made me sad. :(  Let me resource manage my people!  Pretty pretty please.

As for an endgame, maybe building up something on the surface? A great statue to dorfs perhaps, or tribute to the local dragon council...

I really liked the minimal graphic design.  watching the minecarts zoom back and forth and the little smeltery animations are satisfying.  It'd be cool if some of the library upgrades resulted in graphical additions to the mine, maybe brewery stuff or a pub, underground gardens, stuff like that.


Looking forward to seeing what you'll do with this after the jam!

I enjoyed this!  The soundtrack in particular is very chill and fitting for the gameplay.  It felt a little punitive on the last sub location due to hardly any spawns of yellow resource.  Had to dive back down to be able to afford upgrades and repairs.  It'd have been nice if you could have sent the sub back down to previously unlocked locations as needed.

Interesting game.  The drill feels overpowered given it seems far more efficient to outfit a single dwarf with one than bother with a whole team, let them clear the level then use it to dig down.  At a certain point Iron stops appearing and the drills get too costly to keep going.  Would be nice if other resources could be used.

I agree that the camera is painfully slow and I would greatly appreciate being able to scroll with WASD/arrow keys not the mouse.  There was also a bit of frustration around trying to lay down paths vs. getting a dwarf to just move to an area and selecting/unselecting them when they are moving around fast.  Some kind of key for deselect or even drag-box to select multiple at once would have been great.

Enjoyed it, though I don't think there's anything that compels me to want to play again.  I got to level 10.  Thanks for sharing!

I'd love to see more cards and maybe farm layouts or challenges, but even as it stands the core gameplay loop here is very satisfying.  Bottaries are definitely the most powerful build.

This is what I get.  Maybe it's not compatible with Firefox.

It's cute, a good start just needs a bigger core gameplay loop.  I made all the seeds and there didn't seem to be much else to do beyond that.  There's also a bug sometimes when crafting seeds at the altar(?) a second time, sometimes it erases the first craft.  Moving the original seed seems to stop that from happening, but I didn't test it extensively.  The artwork for the plants is very appealing.

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Got the game to load, but I get a black background and can't really tell what's going on.  The player character and menus load fine, but nothing else.  Maybe itch.io's just having some issues right now, before it wouldn't load at all.

Same problem here, still. 

The game just fails to launch on Mac OS, which is disappointing.