Heya, thank you so much for playing and really appreciate your feedback...We are definitely excited to finish the full scope and deliver the full experience.
Cerize Studios
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Thank you so much for the feedback!
The touch screen idea is really sweet, worth exploring.
I totally agree with your take on the difficulty curve for that satisfying puzzle feel - it is definitely a miss on our part and a learning experience as I messed up on the scope of the game, so even though the difficulty scaling factor was there in design, we had to choose between new implementation or bug fixing. XD
Thank you so much for playing and definitely glad you enjoyed the art and the win sequence!
Wow, such a thoughtful storyline showcasing a potential future. I love how it extrapolates the existing AI boom and pictures its relevance in the near future. Even though the concept of standalone, separated communities does sound like it might work, it is hard for me to come around to accept the idea as a practical solution. I, regretfully, had to pull the plug on the wise woman. :(
But again, I congratulate you on making such a thought-provoking game. The artwork and the music were great as well. Well done!
Congrats on the submission...!
- Loved the interaction scheme.
- The opening scene was really cozy and beautiful!
- The artwork with the paint brush strokes, so gorgeous! I don't play much cozy games but would love to play a relaxing or casual game like this with 3rd person perspective and with this art! Great job!
- Unfortunately, me too ran into the bug everyone is talking about? When I interact with the necklace, the game throws me back to the main screen. Due to this I sadly was unable to see the whole picture that you were trying to paint and the future you were trying to convey.
Would love to see how this develops outside of the jam as for sure it is intriguing and loving the art style!
Really appreciate the feedback!
Yes, the fail condition was supposed to be a soft fail which connected to the overall narrative, the level themselves lacked a bit of balance which made it look like there was no fail state :( - again, a learning experience for sure on the game design side and scoping !
We will definitely implement your suggestion of about digging the canal by only clicking adj. tiles instead of previous then adjacent!
Thank you for playing the game and the helpful suggestions!
Thank you so much for your feedback!
I 100% agree we couldn't showcase the community element, we had the mechanics planned and the art work ready! but unfortunately we ran out of time and it stayed in our backlog :( - but left us with a good lesson, always pay attention to the scope of the project and plan accordingly!
Again, thanks for playing and leaving us with kind words, appreciate it!
First things first...Congrats on the submission.
- The game is hella cute!
- I really loved listening to the cool facts about the Māori culture and native marine life
- I liked the art work, especially the character, its quite cozy and chill. Atmosphere and the ambiance is amazing!
- The mechanics are super easy to learn and work with, they are very familiar so takes a lot away from players mind about controlling and help them focus more on gameplay.
- Would love to see how it grows when given enough time and with a full scope realized!
BTW, I remember you mentioned, it would be impossible to ascend if you dive too deep
- I kinda found a work around XD
- If you keep walking on the seafloor, you eventually come run across a patch where the character goes back to swimming animation from walking animation
- In that instance if you spam Spacebar or press and hold Spacebar, you start ascending lol
- I terminated the game twice because I ended up down there but 3rd time was the charm where I found this method...hehe
On scoping, I appreciate you being honest about only reaching 1/4 of your vision. That transparency is rare and worth acknowledging.
I say what follows as someone who has made the same mistake: scope is one of the hardest skills in game development to get right, especially in a jam. If the full vision can't be broken into small, completable, polished chunks that fit the deadline, the safer move is to pivot early rather than ship something that feels incomplete. This doesn't mean thinking small... it means reading the constraints clearly and building something that feels whole within them, even if it's shorter than you imagined. A tight 10-minute experience that lands fully will always outperform an ambitious one that trails off.
Hope you get to build the full version someday, the coral-planting idea sounds genuinely interesting.
First of all, congrats on the submission...
What a great concept!
Straightforward gameplay that creates so many possibilities and strategies.
I ended up with grey level most of the time but that is because I was zooming through the options lol and most of the time it felt like just adding the green energy was the right thing to do. I can see a dedicated RTS player spending a hefty amount of time to understand and play the game!
Sweet art style...
The Politician seemed overall better choice as compared to Engineer or Scientist so I would assume the game needs further balance because there's plethora of strats,... regardless the game has a good stage or a starting point for the same.
I believe you would have gotten this suggestion before, but just in case, would love an option to remove tiles, as in the beginning I had many tiles placed accidently while learning the game (unless that is intentional in game design - like most of the policy decisions taken in real world can't be reversed easily). I seemed to always have been low on Production to upgrade so it was almost always greyed out for me.
Made in Godot! Great job on that... I am definitely one of those who do see the power of this engine regardless of all the workarounds you have to pull for being an open source though don't always prefer it XD.
P.S.: My high score was 6000 in about 4 playthroughs, curious what is the best score one can get.

