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A Wandering Songbird

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A member registered Jun 10, 2025 · View creator page →

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Getting saving to work well can be a pain, so I totally understand.  Right now the game is short enough that it's completely reasonable to finish it in one go and not worry about saving at all.  I honestly found it by accident, as I had needed to stop to do something else the first time I pulled it out to play, and didn't know how long the game was at that point.  I played around with a few other things first (mainly the disappearing email reply thing, but also double checking all my notes and searches) before thinking about testing the saving.  Even there I think I only thought about it because you mentioned it was a new feature, and I know how easy it can be for bugs to slip through the cracks when adding them.  Hopefully you can figure it out without it giving you too much more of a headache.

I really enjoyed the story. I played through several times so I could see all the different options. I liked that you gave options for both healing what was broken and continuing the harm and that both options were well written. I’ll freely say that I enjoyed the healing options more, which is often the case when I play games that give those types of options. I would love to see you expand the story more. There were several times when an option adjusted the “Soul of the Heir” stats, but didn’t seem to have any other effect. Adding a little bit of flavor text, even if it’s something simple as “You call out into the darkness, but all you can hear is the sound of the storm” and then returning to the set of options, would help make the story feel more complete and your choices feel more impactful. Adding flavor text to the “Relics of Power” would also be nice, instead of just the “Examining *name of item*” currently at the top. That said, I’m glad you did include that, so it felt like something happened when you clicked on an item, but right now it feels more like placeholder text than anything else.

I think your lay out could use a little bit of work. At first I completely missed what happened when I clicked “Whisper of Fate” because I missed scrolling up to the top to see the change. I did figure it out, but there was a bit of scrolling up and down to see it, particular if I clicked it after clicking “Read Prophecy”. I think it would have benefited from having the text in the space next to the button instead of near the top. I did enjoy the inclusion of both “Whisper of Fate” and “Read Prophecy” as a way to give more lore and information. You may also want to make the box with “Soul of the Heir” and “Relics of Power” a little wider. The “Dragon Bond” and “Shadow Resistance” boxes were a little bit past the lines of the box below them, giving it a less clean and finished look.

I liked your color and your font choices. The colors looked good and felt like they worked for the story. The contrasted well where they needed to without being harsh on the eyes. The font felt like something you actively decided to use, and it was easy to read.

I would have liked a little more information on what the “Soul of the Heir” stats did. It didn’t really feel like they made that much of a difference to the overall story. I don’t know if you really needed them to make a big difference, but watching them change made me feel like I was possibly missing something in how they worked with the story.

I would also recommend adding some music and/or sound effects. Something as simple as some quiet background music would help it feel a bit more complete. You could also possibly do things like add the sound of waves at the beginning, or wind through the trees while you were near the woods to help really draw the player in.

I think you have a really good start here and that it’s worth your time to continue to work on it if you are enjoying it. I liked the story quite a bit (I love a good dragon story), and I would enjoy reading more.

You did a good job of giving a creepy, otherworldly feel to the game. There was a sense that your decisions mattered, even though your character seemed perfectly safe through the whole thing. The story was interesting and had me wanting to learn more. Your world feels well crafted and like there are a lot of possibilities to add more cases to solve.

The art was well done. It gave the feel of early internet days and underground websites. The bars going down the screen were a nice touch that added to the general feel of an older computer. I liked different looks of the different websites; they felt like they were created by different people. I did wish the search result stayed when I went back from a website, or that I could have opened multiple websites in different tabs, but it wasn’t hard to take notes and simply retype my search if I wanted to go to another site.

I did run into a couple of issues. If I replied to an email, went to a different email, and then returned to the first email, I could no longer see my reply. It did seem to have sent the email, because the next day’s email with my results from the previous day showed that I sent the right information. But no longer seeing my reply did make me worry whether or not it would.

The bigger issue came from the reloading a saved game. Sometimes when I continued a saved game, I got the fired email, even if both emails I sent had the right information. I tested it a couple of times where I sent the exact same emails, the first time where playing straight through, the second time where I quit at the start of the second day before sending out an email and then continued, and the third time where I quit at the start of the third day and then continued. When playing straight through, my results emails showed that I sent the right information both days and I got the summons email on the third day. When I continued from the second day, the results from the first day showed I sent the right information, but even if I sent the right information for the second day’s issue, the third day showed those results as if I didn’t and I got the fired email. When I continued from the third day, both results showed that I sent the right information and I got the summons email. Since the emails where the exact each time, I think the issue came from loading the saved game.

I really enjoyed the game and think this could become a full game if you wanted it to.

Thank you for playing and the feedback.

The kids have been really enjoying helping us make games and it's been great watching how their skills have been developing.

Moving the "Jump to station" icon closer to the energy and the health is a really good idea.   We have a pulsing effect but didn't want to overdo it, so we gave it a delay and pausing between pulses.  We may get rid of the delay altogether to make it clearer to the player that it's ready.  

Thank you on the ads.  They were fun to design and they gave us a direction for some of the flavor text for the ship upgrades.

I feel like this has a lot of potential. Reading through your devlogs, it’s clear you have a plan for where you want your game to go and are moving in the right direction to get there.

I really liked the different animals. It was nice that not only did different animals have favorite foods but also foods they wouldn’t eat. The animations made me smile and gave the animals a lot of character. Watching the animals move was my favorite part of the game.

I wasn’t fond of the glitchy/distortion effect on the dialog boxes and information screen. I think you were going for a poor signal type of effect, but I personally found it to just be distracting and was giving me a headache. It took away from the enjoyment of the overall game for me.

Having more details in game would be helpful. It wasn’t at first clear which healing item was used for each issue, though I was able to figure it out through trail and error. Adding shops are another thing I think will really add to the game. I know you had mentioned shops weren’t ready yet, and having the “press to add” option was a nice stop-gap until you finish them. I don’t know if you want to add more information on what each item does in a shop or in something like an info tag elsewhere. I would also have loved if there was a little more info on each of the animals/animal types. A few more clues as to where would be the best place to release them, maybe a little more with favorite foods vs. foods they’ll eat but not a favorite, that kind of thing. I could see that working as something you unlock as you take care of them animal, ie the more of that type you care for, the better you are with them. I’m not sure if that’s within the scope you had in mind, but I feel like it would lend itself well to the game you are making. More story in general would be nice, though fully understand some of the challenge of balancing story and gameplay.

This feels like a really ambitious game and I think you’ve got a good start to it. Best of luck.

This was a cute story. The characters were sweet, and the story had an overall wholesome vibe to it. The fortune card game was a fun little addition. I liked that each card had a different design on them that fit with what the card said. Giving the non-romanceable profile images was a nice touch and gave them a bit of personality.

The background were nice, as were the character sprites, though the contrast between the two styles felt a little odd to me. I don’t think it was bad, but it did make the characters really stand out from the scene as a whole.

The achievements worked well. They felt reasonable to get and were a nice touch.

All in all, I think your updates and additions worked well for your game.

This was well done.  The difficulty curve felt good, making new levels harder without it feeling too overwhelming.  Some of the symbol combinations were definitely easier to find the difference than others, which is the nature of something of this nature.  

I liked that there were two different mode options.  I played more on the Classic mode over the 20 seconds one, but it was nice being able to pick which one I liked better.  I think it might have been a nice touch if each mode had its own high score tracking, over a single high score.

The timer sound was also a really nice touch.  I liked the fact that I didn't have to watch on the timer bar and could keep my eyes focused on looking at the symbols.

The minimalist style worked really well.  The sublet background gradient helped keep the background from being too flat and made it easier to focus on the symbols.  The white text on black was clear and easy to read.  The sound effects worked well, as did the lack of background music.  It added to the minimalist style and the fact that the focus was on testing your eyesight.

I think this was well made and you did a good job with it. 

Glad you enjoyed.  If there were any bugs that stood out, please let us know so we can try to fix them.

The art was cute and you have an interesting idea, but the game was difficult to play.  I managed to make it to the end, but I don't know if I would have if there had been more than one level.

I couldn't figure out how to get out of the note screen.  I had to refresh the page in order to play more.  I was able to jump over it, which let me keep going.  I also had to refresh the page any time I died, as I couldn't figure out an in-game way to restart.

The countdown timer was an interesting way to keep the player moving, though I think it would have been nice if it had been mentioned somewhere in game without needing to wait and find out.  I will acknowledged that finding out myself might have been less annoying if there was an in-game restart, as it did make sense when it happened.

Time stopping mid-jump made timing some of the landings a little less intuitive and a little more difficult for me.  I kept wanting the'fall' to count as movement.  I don't think it's necessarily a bad thing, but I don't know if I ever fully wrapped my head around it.  I do think having time, and enemies, stop when you stopped moving was clever and could make for a fun platformer.

I think you have something here that could make for a fun game, but it needs some work to make it enjoyable.

This was overall a sweet game.  The story was nice, the characters were likable, and the message was positive.  The art worked well together and I liked the use of light and dark in to show the same image differently.

The mini game puzzles were a nice addition.  It took a little bit at first to realize the current color was randomly selected between the three options and that I could click on the same a circle that I had already put  a color if I didn't need any more, but once I figure that out I didn't have any troubles.  I liked that you included the name of each color after you placed it, though I think it would have been beneficial if you had included the name beforehand, either as text on the circle of light itself or text under it or something similar.

Some of the text under Preferences, About, and Help was a little hard to read against the title screen..  It was much easier to read the text when pausing and going to those options while playing the game itself, due to the darker background.   

All in all,  this was a nice game with a enjoyable story.

Thank you.  I was able to download the new build and play.

This was fun.  The art was lovely; I really enjoyed the still images after you completed some of the tasks.  The puzzles all made sense, both from a game play POV and from a story POV.   The story was cute and the dialog was well written.  The cursor felt a little big on the menu and setting screens, though it felt fine in the game itself.  I liked how it changed based on the action you could do.

I had a soft lock after completing the game and hitting the done button.  The cursor could still move, but otherwise it was a black screen.  I had to ALT-TAB out of the program and manually close it in order to exit.

The game itself was enjoyable, and I feel like you could make a longer game with this as the start if you wanted to, though it feels complete as it is now.

I just downloaded and tried playing on Linux and got the following error:

Error: Couldn't load project data at path ".". Is the .pck file missing?

If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension).

This was a cute game.  The art style and music were nice and helped set the mood.  I was particularly fond of the scenes that had you imaging the sunlight to help you see the background, and then returning to the darker image afterwards.  I also liked that you gave both the option to scroll back to previous text and had a history tab to reread the story.

I played the game mostly with mouse, but I thought it was nice having the option to play with solely with the keyboard as well.  I did try using the self voicing option, but I didn't hear any spoken voice.  I'm unfamiliar with Ren'py,, so I'm not sure if it's a standard feature in it.  If possible, you may want make sure it's fully implemented or  removed.

I also found the small text at the bottom, save, load, options, etc, was hard to read, particularly when they were against a lighter colored background.  Giving it darker boarder might help make it easier to read.

Overall, I think you did a good job with this.

The story was interesting and made me want to learn more.  I liked how you gave clues and hints through the game to help try to figure things out.  I felt some of the puzzles were fairly intuitive, though I got stuck on trying to figure out the computer password by reading the books in the room.  

Typing passwords onto the computers was a little clunky, particularly if you made a mistake and had to erase anything.  It took me a bit to realize I needed to hit "ESC" to delete letters and even longer to think of using the right mouse button for mouse only play.  I think it would have made a lot more sense if there had been a delete or back space button to click.

I also had some issues with the collision shapes.  There were times I could walk through things that looked like they should have stopped me, such as some of the walls next to doors and some of the plants.  Other times I stopped even though it looked like the space was clear.  

I hope you continue working on this; I would enjoy seeing where the story is headed.

This was fun and a bit chaotic at times.  It took a bit get the hang of it, but once I did, I had fun.  Some of the seeds were a little hard to tell apart, particularly when there was a lot of activity on screen.  I wish there had been a easier way to see the range of different plants before planting them, particularly the Lotus, to help with early planning.  The Codex was very useful, both being able to see it before I started playing and on the pause menu.  

I ran into an issue on the Leaderboard.  I couldn't return to the main menu from it.  There was a SFX when I clicked on the main menu button, but nothing else seemed to happen.  I could refresh the scoreboard, submit my score, and change names both before and after clicking the main menu button.   I had to refresh the page itself in order to play again.  I could return to the main menu from other screens just fine.

I had a lot of fun with this one.  This game felt like it was inspired by Portal without feeling like a bland clone of it.  The puzzles were creative, the levels were well thought out, and the controls felt good.  I'm a big fan of puzzle games, though tend to play more 2D ones, as 3D games sometimes make me dizzy and give me headaches.  There were a few of times I had to take a moment to just stand still because certain movements were starting to trigger a little dizziness, but I was having enough fun that I wanted to take that moment to refocus so I could keep playing.  

The arrows pointing you in the right direction were really helpful without feeling out of place or intrusive.  They felt like they belonged as part of the station, and gave me something to look for if I ever got turned around.  It was also nice that they didn't lead you to everything, so you were still rewarded for exploration.

I enjoyed the addition of the break rooms.  They and the journals helped give more personality to the game and gave me the sense of actually being on the station.  To me, they didn't feel like a break from the regular gameplay; they felt like a part of the story and a part of the world.

The sodas were also a lot of fun.  I enjoyed having some in the first break room to test out and play with in a slightly more controlled environment before trying to find them and use them for solving puzzles.  It might be nice, though, if there was a different button to interact with the vending machines to get a drink than the one used to pick things up.  There were a couple of times I accidentally picked up the machine when I meant to try to get a soda out of it.

This was a really fun game and one I could see picking up when it has a full release.

I think this was fun and has a lot of potential.   The story was engaging and you did a good job giving little hints and encouraging exploration to try to learn more.  

I found the SFX to be a little loud compared to the music.  It's easy to adjust the volume individually, which I appreciated.  It would have been nice if the screen with the Inventory, Save, Load, and Quit has the Options as well, so you didn't have to quit to get to it.  The Options not being in English when the main game is did make the changing settings a little harder though.

Checking all the computers and emails did start to get a little monotonous, though it was rewarding to find new emails.  Something I noticed was sometimes when I opened an email folder, there would be a back arrow, though it just exited you out of the computer all together, and other times it didn't have one.  I think it would have been nice if, after reading an email it took you back to the email list on the computer.  From there, it would have been nice to be able to either read the next email or go back to the main list to pick another folder, and from the main list have the option to exit the computer.  

I found some issues with some of the collision shapes Locker Room.  (I didn't actually figure out how to disarm the alarm, but I wanted to explore and see what happened if I tried going in anyway.)  I could walk through a few of the lockers and through the showers and a few other spots along the walls into the blackness around the room.  The security guard still spotted me in that area and resulted in a game over.

I had fun playing this one and hope you continue to work on and improve it.

As my husband commented, the first thing that really stands out to me is calling it a point and click game, but requiring both keyboard and mouse. Having keyboard as an additional option is okay, but you should be able to play a point and click game with just the mouse. The keyboard keys weren’t very intuitive either. While using space made sense, I wouldn’t have thought to use E without being told to.

It was good that you had text show up when you moused over something you could interact with, though I think it would have also been helpful if you had highlighted the object as well. The collision shapes didn’t always seem to match what it looked like it should have. For example, in some mouse positions, the text said ‘watermelon’ but the image and the dialog were the peanuts.

The game itself was also lacking any real direction. I clicked around, but it was very unclear what was and what wasn’t important. I still genuinely don’t know what I did to make the other two items appear. Combining items was awkward and clunky. Sometimes combining items would give you some dialog while you kept the item you first picked up, sometimes it would give you dialog and have you drop the item you picked up, sometimes it wouldn’t give you dialog and have you drop the item you picked up, and sometimes it wouldn’t give you dialog and would swap what item you were holding. Having dialog for each combination, even something as simple as “those things don’t go together”. would have been helpful.

My biggest recommendation would be to give more feedback to the player, and have that feedback be consistent. That will help the player feel like they are actually accomplishing things.

It wasn't very clear what the objective of the game was.  I guessing I was suppose to collect the objects on the board, but there were times were I was sure I collected all of them and the game continued, while other times I only collected a couple and was told I won, and at least once I was told I won without collecting anything.  I think what might be happening is it doesn't fully reset between games, so if I get hit by the enemy with only a few left to collect, and then collect them on the next round I get the "you win" screen, even if I didn't collect everything that round.  

The screen size is rather small, which made playing difficult.  The collisions also seemed a little off, as sometimes I got caught on a wall or corner when it looked like I should be able to keep moving.  This may have just been due to the size of the screen, and missing a bit of the wall, but it wasn't very clear, which made the game a bit frustrating.

You did a really good job with the visuals.  The man's face was very expressive and did a great job conveying emotion.  I found the gameplay to be intuitive and figured out what to do fairly easily.  The story was intriguing and left me wanting more.  

I think the music and SXF could use with slightly better balancing.  The music during the opening credits was loud enough that I needed to turn my volume down, but that made some of the SFXs and the voice hard to hear.  Being able to hear the voice feels important, particularly with the comment about not always trusting someone just because their voice is familiar.  

I also would have liked to see your actions having a greater impact on the game.  Most notable was with the police officer, where the interaction was the same regardless of if you stopped right away or sped up first.  I think either having the officer say something different or having your character say something and not letting you speed would have made that scene flow better.

I think you have a really good start of a game here and a lot of potential to make this a fun, complete game.

I have a fondness for simple dice games, and this fits the bill.  It was easy to pick up and play, and felt rewarding to play both slow and careful and fast and risky.  The dice look good and the rolling animation was well done.

The lack of sound is the biggest drawback, in my opinion.  I really wanted to hear the sound of the dice rolling, and I think some background music would also be nice.

I would also love if you had a score tracker, where you could see past games and compare your scores.  

The one other thing I might add would be a little more details in the rules.  It took me a bit to realize that a die being held didn't get counted for combos in the next roll, so I was a little confused as to why sometimes having something like three 1s gave me more score than other times.  

I had fun playing this and could see pulling it out again if I wanted something short and simple to spend a little time on.

I made it to the end and saved my family's farm.  It was pretty easy to get into a good rhythm of planting, harvesting, and getting rid of bugs.  The length right and it was fun.

I was playing on the web, and the game crashed (gave me a blank screen) twice.  Each time it was on a different day, and I didn't notice anything that stood out that might have caused it or been the same between the two.  The third time I tried, I made it to the end without problems.

I also found that if I had a seed selected and then used a mouse click to switch to another tool, a plant would start growing under the tool icon.  The plant under the tool icons were harder to harvest and it was easier to accidentally plant a second plant too close to the first when switching.  Using the scroll wheel and keyboard shortcuts worked just fine, but I think it might have been better if you couldn't plant anything under the tool icons.

Overall, I think this was an enjoyable play.

This was a fun, little game.  The animation was cute, and the simply design of the rest of the game suited it well.  I liked your use of different spaces and colors to show different block types.  The game play was fun and the level progression felt good.

I think adding an in-game timer would be a nice addition.  Since the game already encourages speed running, I think having a visible time going during the game would add to that.  Likewise, having a start button at the beginning, and try again at the end would be a nice touch.

The text was a little small, and hard to read.  The game was still completely playable, but it would have been nice if the text had been a little easier to read, particularly trying to read it quickly.

Overall, I think you did a good job with this game.

This was a cute and cozy little game, and now I want to go eat some candy.  The animation worked really well, and the special effects added to the game without being too much.

I was playing on the web and came across a couple of issues.  The first was the How To Play page didn't seem to load properly; not all of the font fit on screen and the emojis were missing.  The game is intuitive enough that missing some of the text and emojis didn't making it harder to understand the game, but it didn't look as nice as the images you show for the screen.

The second one felt like a bigger issue.  When I tried to restart the game from the game over  or the pause menus, the game seemed to have a soft lock.  The music continued to play, but the controls no longer seemed to work.  The candy didn't move with my mouse, it didn't drop when I clicked the mouse button or hit the space bar, and clicking on the pause button didn't open the pause menu.  If I returned to the home screen and clicked the play button, the game played just fine, as did pressing play from the pause menu.  But restart locked the controls for me.  It's easy enough to restart the page, and it saved my high score and name, so the game is still playable.

Overall, this was a cute, low stacks game that was fun to play.

This was fun.  I liked the character art and the different personalities/decks each character had.  I was low-key hoping that one of the characters would be explicitly be trans or non-binary, though I did not feel it was needed.

Something that I think could be a fun thing to add could be gaining a random card from your date's deck if you win that round to use.  It would give a little more variability when playing,  with the feeling of your character learning new tricks from their past dates.  I don't think you'd want to keep cards you earned once you returned to the selection screen, but I could see it being fun for the reminder of that playthrough.  Adding completely new cards for each character after each win could also be fun, if you wanted to make more cards.

Something else that could be a fun add, though I acknowledge would be a lot more work, would be a little bit of dialog between characters during the date, based on the cards they play.  I loved the flavor text when you moused over your cards, and could see it being fun to have more of it when your date plays his cards.  It's definitely not needed, but it could be fun.

Overall, I think you have a really solid game here.

I only made it to wave 9.  I'm not the greatest at this style of game, though knowing that there is an ending I may try to see if I can manage to beat it.

Thinking a bit more on it, giving a little more details in your tutorial might help someone pulling out the game for the first time understand things better.  Along with telling players not to touch the red pentagrams, maybe including an image of the different enemies with a little description of each.  I think also more clearly stating the relationship between the HP and air bars in the tutorial would be helpful.  It made sense once I read your comment about it, but I didn't figure it out on my own.  

And I totally hear you on the challenges of play balancing.  That's one of the big things we're working on too.

I played this before acknowledging that GBJam was still in voting, so I'll try to make sure to play again in a few days once you've had a change to do some more updates.

You did a good job giving the game that classic Gameboy feel.  The look and sound were well done, and I particularly enjoyed your box art.  Your color palette fit your game well, and the cat animation was cute.

The encounter rate was insanely high.  There were several times where one combat would end and another would start before I had the chance to move.  At one point I had four back-to-back fights, which combined with the number of times I missed took away a lot of the fun.  High encounter rates can sometimes work, but being unable to move between fights left me feeling like I wasn't achieving anything.  

Talking to the witch after giving her her item gave me her thank you comments and then her asking for help dialog.  When I returned to the tower, I couldn't go up to the next floor.   I picked up the batteries and talked to the first person again, and when I returned to the witch she only said her asking for help text.  I went back to the tower after that, but was still unable to go up to the next floor.

In the room with the batteries, when I had a fight after picking them up they reappeared and I could pick them up again.  Thankfully I only needed to pick them up once, so I didn't have to hope I got out of the room without a fight, but without an inventory screen to double check made me wonder whether I had them or not when they reappeared. 

I think this has potential, but needs a bit more work to really make it fun.

This was a neat twist on connect 4.  The board rotating added a nice extra layer to the strategy of the game.  It was also really nice that you could either play with another person or against the computer.

Adding sound would definitely help make this feel like a complete game.  Having a SFX for when the board rotates, for each of the special chips, and when someone connects 4, as well as some background music would add a lot.

I also think it might be nice if there was an option to turn off the glare effect that swipes across the board.  I think it's a cool idea, but personally found it distracting and a little headachy after a while.  I'm not sure if the direction of the effect is suppose to be a clue as to which way the board is going to rotate, so I might have been paying more attention to it than was meant to be.

The googly eyes following your mouse on the title screen was delightful.  The intro story was well done and the music helped give the game an epic feel.  The way the bubble moved when you hit the sides or bounced off enemies and were knocked outside of it was a cool effect and added to the watery feel of the game.

The game play itself, unfortunately, felt unintuitive to me.  Sometimes it seemed like I could be hit more than once before respawning, other times it seemed like a single hit would result in respawning,.  It's possible that I was hit more than once in those cases, but it wasn't always very clear.  It probably didn't help that sometimes hitting enemies caused the player to bounce around while other times it did damage.   

The player's health vs. the bubble's health was not the clearest.  Reading your reply to Dac helped me understand the connection, but it was very easy to miss in game.  

It was also really easy to accidentally select a level up bonus instead of picking which one you wanted.  Maybe adding a "Level Up" screen first and then the selection screen, or including a continue button on the selection screen could help decrease the chances of accidentally clicking through it.

I enjoyed the overall look and sound of the game, which made it easier to play through multiple times to try to get a better understanding of the game play.

Wow.  This was amazing.  I just added this game to my Steam wishlist.  It is visually beautiful, and the game play was a lot of fun.  The level difficulty scaled nicely, and while there were a few puzzles that made me stop and think, nothing was so difficult as to make me want to skip it.  I felt it was a good length for a demo, though definitely wanted more.

The folding mechanic was pretty clear and it made sense how and where you could and couldn't fold space.  Unfolding took me a little longer to figure out, though once I acknowledged the color change it helped.  You might want to have a comment about needing to be close enough to the line in order to unfold.  

The music was nice, but it was pretty quiet, particularly compared to the SFX.  I needed to turn the SFX slider to be nearly 0 while the BGM was at max to be able to hear the music without the SFX being uncomfortably loud.  The SFX worked really well, I just wish they had been balanced a little bit better with the music.

I played the game on the web, and worked mostly just fine.  After beating level 28, I got a blank screen.  I had to refresh the page in order to do anything.  After refreshing, the level selection let me pick levels 1 through 5.  Once I beat level 5 again, I was able to select any level on the level select screen, and selecting the ??? gave me the end/full version coming soon page.

I really enjoyed playing this game, and I am looking forward to the full release.

This was a neat concept.  It was cool starting each level with planning your shot pattern.  I liked how each had it's own sound and visual pattern, and I had fun balancing what had the coolest sound with what had the best attack for each level.

It might be helpful if you had some sort of preview of the shot pattern before starting the level.  It would allow for playing with different patterns without worrying about the enemies.  Having the player bullets and the enemy bullets being different colors would also be nice and make it easier to tell which was which.  

The biggest issue I had was there were a few times when either I would hit the last enemy and then get hit with one of their remaining bullets or vise versa and both the retry and the next level screens would pop up together.  The retry was above the next level, so clicking the button would have me redo the level.  It felt reasonable redoing the level, as I did get hit, but it was a bit disconcerting having both pop up.

This was an interesting take on a tower defense game.  The music worked really well for getting into the rhythm.  I'm glad you included the Z/X/C as an alternative to Control / Spacebar / Shift, because I found it much easier to work with.  The background was a little busy, which made it difficult at times to see the blue tower or focus on the enemy movement.

This was a cute and fun match-3 game.  The level progression felt good, and I beat all the levels without too much issue.  The pretend chipmunk made my giggle in the best way.  I had this delightful mental image of a chipmunk deciding it was too much work to actually get up out of the bush so I would just have to talk to them through the bush, which seemed to fit their personality perfectly.  I also liked learning how long I took when I finished and talked to the chipmunk again.  

This was an interesting game.  The art was cute.  I wish there had been a way to look at the spell guide in game, because I was having a little bit of trouble keeping track of what all the different creatures could do.

This was a cute take on Frogger.  It was a nice touch having the squirrel and snail movements feel different.  The second level felt like a bit of a jump in difficulty from the first level, but with only two levels it was understandable.

This was a cool idea.  The art style was lovely, I was particularly fond of the Lunar Catus, and the writing was well done.  It would have been nice if you could have used the mouse to flip through the book, instead of needing to use a keyboard, since everything else was solely mouse.

Thank you for playing.

I'm glad you enjoyed.  Accessibility is an area we focus on.  We had considered adding a small rhythm based mini-game for the dragon, so you could dance with while the dragon played, but it didn't make it in in time.

Thanks for playing and for the feedback.  We decided that we wanted to be very causal and laid backed for this game, so didn't include things like quick-time events, but could see including something like that if we were to continue this one.

Glad you enjoyed.  Hope your kids like it too.