Really great art-style and cohesive story/premise. Minor but it was jarring to lose your cursor behind buttons or controls, and I did wish the beautiful drawing style could have made it into the UI too to feel apart of the game more. Less minor was no remapping for controls. I wasn’t able to rotate or scale the stickers because I don’t have a mouse and play on a trackpad so couldn’t left click something and then do something else with it. Similar to others the package and idea was so interesting I wanted it to keep going and was thrown when the lineup was short and that was the end. Seeing the poster everywhere was a pretty great touch.
Chippper
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I really liked your idea and especially your use of the shooting stars. Such a great way to get people to go someplace. I felt like a cat following a laser pointer. I did find the placement of the breadfruit a little frustrating. I think it could have felt better to move around if they were arranged more like a track so you were rewarded for going the “right” way. Right now it felt more like I could just slowly turn around and eventually get it, but then I miss out on the thrill of going fast. But also I wasn’t super incentivized to do so if that makes sense.
Minor especially in the game jam but I found it a bit jarring going from the audio settings to the keybinding settings and the scale of the buttons jump so drastically.
Clever puzzles and an interesting take on chess where if they can’t take a piece they don’t move. I ended up getting stumped on one of the puzzles and would have liked either a level select screen to choose the other puzzles or a hint system. The sound effects for clicking and placing a piece felt great.
Thank you for playing and calling out the accessibility. It is something I really try to prioritize and with this one ended up being even more important because one of the developers couldn’t play the game on the web without lowering the grass density :). Remapping controls also helps with play testing because I don’t like arrow keys, but other people find them more intuitive sometimes.
To your comment on dropping flowers on the rocks one the devs asked me to fix that, and I never got around to it. When I watched others play I saw it really was just frustrating though and is why we maybe could brand this a rage game with a cute aesthetic ;) I think in reality we need to re-think the mechanic to focus on things being fun, not just frustrating.
The map was a really nice touch. Felt like a little puzzle to solve where they were. It might be nice if you had clearly defined districts so you could learn the map and know this is the edge of the forest, or this is the one bridge, etc. Currently there are multiple orange roof maps so it is harder to understand where they are. Though maybe that is the point.
I am not sure if I misunderstood the controls, but the other bounty hunters felt like they could move faster than I did, which felt a little unfair. I didn’t realize till a bit that I could stun them, so maybe I should have been doing that more. Nice work overall!
I was a bit confused on the first round, but found it intuitive enough to pick up on the second day. so nice work making it discoverable. Some SFX and music would be nice, and for accessibility not relying on color matching would be helpful. More props or ways to change the silhouette could be cool. Or even maybe a unique sound effect when you roll over. So if you roll over the criminal, or in their description it mentions carrying a horn or something then when you roll over you hear a horn.
Art looks great, I especially love all the eyes on everything and everything felt coherent. Similar to pretty much everyone this makes me want it to be a rhythm game. Especially to help me time avoid the boulders. I missed the fact you could jump but after reading folks reviews went back to try again to jump and that definitely added to the fun. I found that easier to avoid the rocks rather than moving lanes. Nice work!
I did run into a full screen bug where it looked like the whole game didn’t stretch to the full screen. I am playing on the web on a mac if that helps, but it may be due to stretch settings on the canvas
I absolutely adore the little fellas dance to the music. It was so well timed. I appreciated the different modes a lot. I was a bit confused what the strategy was as I would fail, then send the same fella to the same bounty then succeed, but maybe that was the RNG. I did like the bounties to improve the fellas. Reminded me a bit of digimon training. Nice work!
This was amazing. The writing was clever, it made me want to talk to everyone. You did a great job hinting at different things that made me want to replay. Killing the wrong person and just having the red stain on the ground was brutal, in a your choices have impact kind of way. I am very impressed. Only note is I thought the difficulty curve was a little strange. For me at least the polite one didn’t translate as a non polite character, so that would have made more sense as the last or second to last one to solve.
Very cute and polished game. I found the movement dragging a bit unintuitive, but the game wasn’t punishing me for being terrible. I really wanted to drag them in the direction I wanted, kind of like picking up a toy and flicking or flinging to there, but I can see why you went with the pull back. Potentially could have had an accessibility option with different drag options? The last area felt almost like an idle game spawning so many characters in. I just did that and watched them do their thing instead of try to click and drag to direct them :).
I really enjoyed the pig being required for everything. I threw it off and missed and then couldn’t pick anything up which made me really feel the poor choice. I did get stuck a couple times where I just was stuck spinning out because the enemies spawned and I went from 10 mushrooms down to 2 which didn’t feel great, but overall I enjoyed it.
This felt really polished! I liked the aesthetic and the sfx. I did feel like the early rounds were too easy almost and I was scoring in the 1000s, and then when I got to the third one their dice just felt like they were cheating and scoring all dice every time. May have been nice if your bounty went up by how much you beat the other people? I felt like I wasted my good scores, but I guess that is true in games like belatro too. Really nice work over all!
One note with the tutorial. It was a lot of text. I think I would have preferred getting things explained as I was playing. I also thought it was pretty intuitive, though I was confused why the button was called roll, and I thought that meant I was going to roll the dice I clicked on, but it meant roll the dice I am not clicking on. Which I figured out after the first time I tried.
I might have been playing on hard mode. The window was too large to see everything at once, so I had to keep trying to scroll around and see the cards. I would recommend either allowing the player to change the screen resolution or including a full screen option to shrink things down. That would also allow the banners to not cover up the bounties. I would ever could see half the picture, but I was able to get lucky sometimes! The cards were a bit finicky to click on, I am not sure if I was missing the collision or not. I like the spin on memory having them move around and be in regions!
We also took the flower route for bounty! I was totally stumped initially, then went back and thought I understood, then got stuck on F and no hint was helping. This is clever, but I might not be smart enough to understand.
I would maybe consider changing the trowel to have that plant selected. I found it a little annoying to use the trowel to pick it up, then have to click the flower to place it again. I want to just hold it in my hands :)
I got stuck in the tutorial because I only have a track pad. I can’t click to hold, and right click to rotate. Would be nice to allow remapping, or an alternative way to rotate. Or allow me to continue to the tutorial past that rotation. I tried just skipping the rest, but then I didn’t know what to do.
I thought the speed of the stamp for completed felt great. The shot sound was also nice and immersive. I wish I knew what the map did when it was bought, and to get more audio feedback on what is clickable vs not. This felt like a slow methodical walk through the woods which I think lent itself well to the story. Nice work! It might have been nice if there was some kind of pressure. You mentioned a story reason why you needed to cover the bounties. Maybe they could spread the longer it takes you? Or they are also chasing you.
I really liked the idea and sound effects. Similar to some other people I would have enjoyed more active gameplay. It took me a bit to recognize what each part of the ship was and saw some go from upgraded to back to green which confused me if that still counted as the ship piece was the same or not. The sound of reaching the home planet made the end feel really satisfying.
Really unique gameplay. I was a little confused at first, but after a couple of runs I started understanding things. I never did manage to make a potion, but got excited when two heroes were on the map at once. Similar to what other people called out, the pause for animations (in between rounds) took me out a bit.
Thank you for the kind words! I am glad you found the accessibility options. I realized afterwards that not everyone would necessarily and the game could be frustrating without them.
If you are curious Maaack releases a template for anyone to use that has a lot of what was added in this game as far as menus and pause options. https://github.com/Maaack/Godot-Game-Template It was also called out in the credits (at least the minimal one that was used for this game)
Interesting take on beer pong. I liked the ambience and trying to bounce balls in. I did run into a couple of odd technical quirks. The camera controls didn’t seem to work in the browser duck duck go, but I did it to work in chrome. I was also confused by the audio controls. At first I thought they didn’t do anything then I realized if I clicked save then it triggered. I think it would be more intuitive to hook that up to changing the sliders directly. Nice work getting all those textures and models to play on the browser without lagging things!
I had fun with this. It was really satisfying to pull items towards you and created interesting interactions where you get stuck, but need to funnel through. My timing must have got worse over time because I kept doing well for a while avoiding all the lazers then I seemed to always get directly hit by them.
The writing was my favorite part of this. I was a little confused at first why the first time the rhythm game seemed to go for a long time, and then the other times it was so short but I figured out after the first time the amount of fuel determined that. The cost of the upgrades felt a little steep initially and I would often come back to the ship not being able to buy anything, and then lose everything on the next day. I was worried at first wandering out to the desert but I think I actually liked that feeling of getting lost, and I always could find my way back.












