Beautiful art and an interesting concept. I struggled to get it correct, but at least I got to see the amazing fail screen a lot. The art really evokes a lot of emotions.
ChimpChimp
Creator of
Recent community posts
Thanks for the feedback! I think one of my (and my teams) biggest strengths is coming up with novel, interesting ideas/concepts for games. The downside is that you can't rely on people already kind of knowing how it works from having played similar games... It's a hard balance to hit, especially during jams, where extensive testing and time for creating tutorials is a rare resource...
Thanks again for playing!
Thank you for the kind words! I'm glad you enjoyed it.
A recipe book would've been great, but since there are multiple paths to many of the items, it would've taken quite a while to develop, especially in terms of UI. With more time, we definitely would have added something like that.
We made spears strong early on purpose, to make sure people have enough time to experiment once they discover them. Without spears you survive for around 4 minutes, with spears you get about 8 minutes and with multiple spears you already survive for quite a while. I think we missed the mark a little here, since while 4 minutes are relatively long, it feels very short due to the game being so overwhelming at first.
Thanks again for the feedback!
Thank you for the kind words.
Our thought was that it takes around 4 minutes until you lose if you do absolutely nothing; if you produce spears you get around 6-8 minutes until you lose. So while it FEELS like you need to be really fast, you actually have quite a lot of time even in your first attempt, But from the feedback we're getting it seems like how it feels is more important than how much time you actually have.
We also designed around the idea of multiple plays, i.e. you play, learn, lose, start again with more knowledge, repeat. But it's maybe not realistic to expect people to play a game for that long when reviewing jam submissions.
Again, thanks for your feedback and thanks for playing!
Awesome idea and awesome execution. As someone who studied computer vision & graphics, I would love to know how you compare the images. Is it a simple pixel to pixel comparison or did you use something more advanced?
Overall, a great concept with great cohesion, everything fits well together! The time restriction is exactly what this type of game needed to make it fun and engaging.
I'm always amazed at how people can come up with very simple game mechanics that by themselves create an entire game. I always tend to do the opposite (come up with complex mechanics that add a lot of variety but are harder to learn/understand). I think these simple concepts that are well executed are very impressive! The little shuffling sound when walking is also a great touch. I loved playing, great job making this game. (And thanks for having fun with ours!)
I love games with an original idea. The art-style is also very charming, I love the choices you made with color. One small suggestion I have would be for the forging to happen as soon as the bar is full, not when you stop holding down the mouse button. I think it would improve the game-feel. One thing I also really liked is the small opening animation with the tokens appearing.
Great job overall!
Thanks for the feedback. I think we failed a little at communicating what the gameplay is really about, because we wanted the player to discover it. It's not really about killing the villagers, but about surviving for as long as possible and then escaping. Destroying things early when you are strong makes it easier to survive once you get weaker. It's a mixture between a "kiting" game and almost a kind of speedrun. But this sense of urgency only becomes apparent if you play multiple times and really try to go for a high score.
Thanks for the feedback! Our idea was that killing the villagers and destroying the villagers helps you with surviving longer, because there will be fewer enemies as you get weaker. I think this is sometimes we should've communicated better: The goal is to survive for as long as possible and then escape. That's were I think the fun can be found, optimizing your early game strength to setup the later phase were you are weaker. Maybe we should've sacrificed some "flavor" and instead should've explained the game mechanics more directly.