Looks beautiful! I love the little touches with the birds flying in the sky and the visual fx when you place a building. Sound design is great too. Background track was soothing and the sfx really helped the emersion.
Pacing wise I felt a little frustrated. I would start with a land, build it up, then have to start over once I met the level requirement. I didn’t actually feel a sense of progression when I leveled up, because I didn’t get to experience having gained anything. What I wanted was more like the last level where you stay in a place and expand it out. One thing that was confusing was when I bought a new land, I wouldn’t have everything unlocked that I could place (probably because of a lack of resources?) but I couldn’t see any way to send resources from one land to another, so it felt like starting over again. Maybe there could be a building, or some feature that allows you to transport resources between islands?
With the tooltips I thought it was a nice touch that they slowly came in, but I didn’t actually finish reading one before the next came in. Maybe you could wait for an input event of some kind before showing the next one? So if you know them all you can click through, but if you don’t, you can read them without it getting cluttered. Partly because of the cluttering I got a little confused how to navigate around. I wanted it to be when I clicked over an island it moved the camera to that space, but I figured it out eventually that I needed to use right mouse click and drag.
Excited to see where you take this!
Chippper
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I definitely feel that. We are getting the comments on our game it is too hard in a frustrating way and has made me really try to think about difficulty and what to do to balance.
I noticed in your screenshots there were blocks rotated, but I wasn’t sure how to. Adding to the itch page is a great idea!
Super polished game! The visual style looks so good and lent itself to a really strong immersion. I was a little confused at first how to begin, but the UX helps teach what is going on really well. Love all the touches to make it easy to restart a level, or play any if you get stuck. Really nice work!
This was a lot of fun! I do think I might have found a broken build :). I never took any damage, but was still fun to play, just with no danger. The whole game felt well polished and a complete product. Very impressive in the time frame! I really appreciated seeing a simulation of where the ball would go to help plan out the build. The attention to detail and thinking about how you would play the game game through really well in the presentation and how you play!
I love the idea, but really struggled to get the ants to cooperate. I got one to an apple, but then couldn’t get it back to the colony. Could be fun if the ants followed themselves too kind of like a snake and you direct all of them, but maybe not what you were going for.
I was playing the web build, and just to note when it started it looked like the window wasn’t properly stretching to accommodate the screen. I think I could see more than I should have been able to.
Love the idea, though I got stuck because I couldn’t pan. Would be nice to include remapping controls for folks using a trackpad. I tried clicking on mushrooms to collect them, but I nothing seemed to happen. Maybe I missed something. Impressive performance on the web. Was fun to zoom out and see how big everything was. I hoped when I zoomed back in it would be centered on my mouse, but no luck.
Shaders looked gorgeous! I did find the gameplay a little lacking as I was waiting for a chance to buy an upgrade and didn’t have much to do in the mean time. I got a crash after getting Sol, but did see maybe an expansion of an area around Sol as I progressed? I enjoyed the sound design too. The background music was really relaxing
I liked your take on the theme. I thought it was fun to have more of a visual indicator with an incremental game. I did notice when going into the settings you can’t get back. The close button didn’t seem to do anything so I had to refresh the page. Then I got stuck when the light green square went off the screen and I couldn’t move the camera. I primarily use a laptop with a trackpad so middle mouse click and move is trickier for me. Would be fun to add a story for why you want to get to 5 pumpkins. Pumpkin pie :)
I had to play through twice to figure out exactly what was up. Blowing up was definitely the most satisfying part. I loved the visual effect when they split. I almost wanted just a game with that where you are trying to blow things up to create larger and larger effect circles.
Probably hard to do in the timeline, but I found the tutorial text in the beginning a little overwhelming all at once. I wonder if you could stagger the information out more so one part is given, then experience it. I think I expanded my base a few times, but didn’t really see an indication of that beyond the potential number, but then it went back down to 0 later on? I still had fun flying around. Inspired me to try and make a space game sometime!
Thank you for checking it out! Yes you can win, though based on the amount of comments about it being frustrating to equip I am not sure how many people saw the ending when you win. The story/goal was you were collecting the treasure for the dragon, but probably should have tied that payoff more along the way rather than one payoff at the end most people won’t see. Otherwise it feels l you are collecting gold, for the dwarves...
I had fun with this one! I was originally confused how to play, but went back and read the itch page and saw the controls. Really nice work on your first entry! I never ended up using the additional health or barrier buttons. The defaults seemed to work fine. Excited to see what you come up with next! The comment of Godot will cost money if the logo dies was humorous :)
Thank you for the feedback! We were discussing this today and wonder if having less small dragons on the screen at once might help make it easier to manipulate. Currently they are more squishy than the dwarves so you need more, but can see how that doesn’t really make you feel in control. It is just chaos some times.
Fun take on the expansion theme. I appreciated the tutorial as I was a little lost what was going on. It was a lot of text though, so I think I missed the explanation of needing to last 7 days. I thought the goal was to get to the end of the path, which funny enough I got to at the 7 day mark. The sounds were really satisfying and I thought the visuals really lent itself well to a calm vibe. The only thing that felt like it detracted was all the text and number crunching. Really liked the visual effect of the end of the day!
One of the ideas we had was to build a mushroom colony too, so was really fun to see it realized! The main character is really fun to watch waddle, though I almost just always wanted the run speed since the walk felt really slow. I appreciated the callouts for the bugs because I almost thought something was broken when I couldn’t interact with items. I was a little confused after expanding a shop. It looked like it still showed the E to interact, but I couldn’t get anything to happen. I also crashed part way through which was less fun.
Really interesting idea. Art is adorable and the SFX really helps with the immersion. I thought it was adorable when the spider waddled to the side to build the webs.
However in the early game it is a little frustrating that it doesn’t feel like you can catch any bugs since they are always in the center. Towards the later game it doesn’t feel l you have much control over whether it worked. Having a clear indicator as to what actually causes the bug to be caught might help that. And if the more common bugs or at least some of the bugs climbed on the edges vs all flying that could help progress the game. As it stands it feels most difficult in the early game, and late game feels like a game of chance
I enjoyed the progression of difficulty as you expanded the rooms, giving more to look through. It was satisfying to turn around and spot the item. I think having the palette shader helped with the aesthetics as well as making things a little more difficult to find, so nice accessibility feature to turn it off.
I may be wrong, but it felt like more items appeared in the old rooms as the rooms expanded, and I think I would have rather they always been there and I just needed to click them now. I could be misremembering though. The interior models were especially strong. Nice work!
For the theme I think it might have been stronger if the whole screen is filling up with popcorn as you progress and not disappear off the screen. I had fun with this one. I did think it went a little long though, and was a bit confused when the song slowed down but didn’t end. Really cool to see a rhythm game done in a short time frame!
Popping kernels was very satisfying
I enjoyed this a lot! I thought it was fun to choose the different upgrades and the audio was satisfying. I did hit a hard crash about halfway through which was annoying, not sure what that was. I was just about to see the spider do something. I will say the controls felt a little off. I wasn’t sure how to get things to match, and when I clicked to drag it paused for a moment before registering so it didn’t feel like my action registered. Maybe if there could be a highlight or something showing what is happening or would happen?
The expansion theme felt a little bit of a stretch for me. The houses felt secondary to the main gameplay, but still very fun to watch. Art was well done!
Interesting idea! I love growing tree mechanics and thought it was interesting to have the two upgrade trees seem to tie together.
I did find it a little annoying that basically I played with the upgrade trees open, blocking the view of the main tree. When I closed it I didn’t see anything I could do, so I felt it made more sense to just have that window open. I also think it would have been nice to visually see a difference. I was confused by the leaves falling. Thought maybe I could interact with them but clicking didn’t seem to do anything. What were the additional arm things coming out of the trunk?
I maybe hit a bug about halfway through the two trees where it seemed like I wasn’t generating energy anymore. Then the progress bar would fill up all the way, then pause. Is there something I missed with balancing the different resources that gets it stuck?