This is a lovely concept, but the gameplay felt a little lackluster. I think it might have helped if there was some sort of explicit goal, perhaps keeping the fish alive for a set time until your friend returns to pick it up. Anyway, great job!
Axelx
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This is incredible! I want a full steam release now. It's beautiful, the crafting's super interesting and satisfying, and the worldbuilding and characters are just wonderful. I actually really like that the recipes don't tell you how much will, genesis, and bright the result will give because it creates a really fun experimentation phase, and it was super rewarding creating and using my own notes.
I'd love to see more recipes/items, more story, and just more content. Maybe adding some roguelite elements would give you a way to pace the rate at which new content is introduced, taking inspiration from like Hades and how they do their characters/story.
I did notice some bugs where occasionally burden wouldn't go up or passive effects wouldn't activate when I expected them to. And with regard to balancing genesis is way over-represented, which led to some moments where the optimal choice was to just use the basic elements and not craft anything, which kinda felt bad. On the other hand, it also contributed to the challenge of the game in how you have to balance the different elements, so I'm not really sure what a solution might be.
Super nice! Some feedback I can give is that having the camera fixed to the player's exact position can be a little nauseating, especially with how quick the acceleration is, so it'd be good to have a dedicated camera follow function to make it a bit smoother. And, of course, things like coyote time, variable jump height, etc. would be nice additions, but I'm sure you knew that. Anyway, I really liked the little story elements and the player character is super cute(giving them a name goes a long way, and was really smart), so good job!