Love the art style, and love the premise of cryptids camping out. Well made. I think some music and sound effects would really elevate the game. Also, I was surprised to discover keys 1-4 allow you to place infinite things :) I was just trying to select the card I have in my hand for the day with the keyboard and discovered this debug tool I think.
chaorrupted
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very enjoyable! I liked our tree :) The game is easy enough to understand and play. I found the walking between the well and tree to be the part that I wished was faster. Later I discovered I could just hold E to keep generating water? Or maybe is that because the tree roots were touching water underground? either way, fun little game. Well done!
The gameplay is satisfying and the art is cosy. There are opportunities to add animations, sounds, etc to make the baking feel more interactive. My favourite part is being able to match a pie from the images! However, my least favourite part was also not being able to tell apart pie components from images, especially crust layers are difficult to tell apart. Maybe the shape of crusts could be different to make that part feel more interactive!
Well done and thank you for sharing!
The art, animation, music, sfx are very cool. You really cooked em up! Well done!
Personally, I found our movement speed to be too slow and I find that that kind of thing really takes away from my enjoyment. I think this could be a very fun game with some improvements, starting from player movement speed :)
I didn't play the game but imagined what it would play like. I have some guesstimate based feedback. I think the game could be a bit drawn out as is - 52 cards for 2 players may last long? Perhaps more than 2 players could play. Additionally, deck could be cut in half/third after shuffling and before laying the cards on the table. This could add the excitement of will the Frog Prince arrive??? Overall, I think picking out cards to see if they're frogs or bugs or what is a fun game, and scattered cards on the table sort of feel like we're digging through leaves to find frogs. Although, 80%ish of the deck is frogs, perhaps that could be reduced with some more card types? This could introduce more variance to what cards are being drawn.
I'd like to highlight once again I'm commenting without having played, so maybe these comments are not relevant to the actual game feel. Playtesting would reveal the fun and not so fun points to refine. But I think there is a good basis here to be iterated upon. Well done!
This was a fun and well thought out game. Initially, I didn't expect to enjoy this sort of game, but I got hooked on reading mushroom lore. Well done! And thank you for sharing :)
Regarding feedback, I experienced issues where mushrooms would slide off the screen and I couldn't bring them back. I ended up refreshing the page, but that also reset my progress. Perhaps a button to fetch mushrooms or a border to prevent mushrooms from sliding away could be added.
Thank you for playing and sharing feedback! We had many more plans for the combat but had to cut stuff due to time. Initially, we envisioned the worm to burrow and leap out of the ground even.
P.S. The settings menu has an exit button... that is pretty much the same color as the background! That's on us :p Perhaps a future patch will improve Bugsy.
Very cozy and the sleeping critter is adorable. The ending title is wholesome. You can have the critter push you into the bait effectively moving the critter for free. While trying this, I managed to get stuck between a critter and a rock :) I think interactions like this are very cool. Well polished game.
Regarding feedback: Art, music, gameplay was well polished and felt good. Story wise, it was not super clear why the critters didn't pick up their own acorns. I think to improve connection of gameplay and story, a reason as to why we are making the acorn delivery as opposed to all the critters picking it up themselves could be added. Perhaps even a delivery hat could be added for our little fella :) Alternatively, (hear me out) game could be reimagined with the same movement mechanics, but slightly modified story. Maybe we could play as 5 different critters, one by one, each picking up an acorn and heading to their home/burrow.
This was lovely! I was delighted by our characters movement speed, I think if we were slow on a map this size it would've been less fun. I loved the end card and the labryinth segment. Capey is an Icon.... Well done to the contributors!
Regarding feedback, for some reason stone push puzzle would not reset, so I had to refresh the page. Pushing the boulders felt a bit scary, but I managed to slip through with only 2 tries.
I feel like I should also note, the last mooncake was the last game I played in a session of playing and rating games. By that point I was a bit tired and started skipping dialogue to get to the gameplay, which I later realized is not the type of game the last mooncake was built to be. Dialogue turned out to be important part of story and gameplay, which I think is a very cosy way to make a game. Very wearing one's heart on their sleeve-esque? Or perhaps I think so because I prefer less dialogue in games at this time in my life. All that to say take my feedback with a grain of salt. I think maybe I am unable to recognize the true experience offered by the last mooncake.
Yet I felt the emotion of conveying an important part of your life in a game. I resonate with making a game about my childhood foods and writing characters who connected to their loved ones with those foods. I hope I'm not misinterpreting the team's intentions and going off about emotions by myself, but I really like the emotion I sense is behind the game. Thank you for sharing!
