Super fun and short game, can easily see myself playing another few levels! Was frustrated at some points when the chef cornered me with continuous hits, but I didn't go down without a fight * angry bird noises *
ps. great (not) easter egg 😂
chuastgrace
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The theming is insane, it's so cool and dark, I love it. I like the reversal concept too, it's interesting that we are trying to help the main character instead of going against them like in most other role reversal games I've played. Though I think I would love to see a version of us going against the main character too, I imagine it working well with the dark theme and boss-like battle music!
Personally, I would have liked if the game (procedural generation) could be more lenient in the beginning however. Especially as it's a role reversal game, it would be nice to have a little more time to adjust my thinking and get into the groove before getting challenged. But even if I kept dying very quickly, the theme was so good that it made me stick on, so great job done!
ps. I ended up playing on PC as the mobile version didn't work; the selection box UI wasn't visible and the objects were unable to be fully moved out of the character's path (likely caused by a scaling issue).
I really enjoyed Mystic Munchies! I think that the theme of magic, local delicacies and adorableness is pulled off really well! The art is so beautiful and the level of polish is impressive too.
I also hope to share some frustrations/confusions that I faced (mostly UI/UX related) however, please do feel free to skip it if it's not constructive at the moment!
I found the game quite difficult, I'm actually not sure if it's possible to get a 3 carrot rating, I could only get a 2 carrot rating even in the first level with all recipes memorized and all orders done correctly as fast as I could.
I'm also not sure how fever time works. I noticed that the ingredients controls changed from tap to swipe and the drawing shapes became very complicated bunny shapes which actually made fever time feel more like a punishment.
I also noticed other inconsistencies - like in the second level, the location of the carrot ingredient changed. Along with the introduction of a new ingredient and recipe, this really threw me off.
Other than that, I think an option to clear the pot (at a penalty, of course) would be nice? There were times where I misclicked ingredients and it was upsetting having to knowingly cook and serve customers the wrong food. (note. played version 1.0 on mobile)
Flowerfell is such a lovely game; from the settings and characters to the various flower and wrapping descriptions, I can tell that so much love and imagination has gone into this game. I really enjoyed looking through all the items and looking around the shop, everything is so lovely I found myself wanting more!
While I quite enjoyed the relaxing pace of watching B arrange flowers for customers too, I also found myself wishing that there was more I could do! Perhaps helping B out to arrange some bouquets so we can serve customers faster, or even creating a display bouquet to recommend flowers to customers, the possibilities seem endless... because of how lovely the world is, I imagine that anything else the player does in this world would feel magical and delightful too!
Super sweet game! Great job with the mechanics, I really like that the boba stage is not countable (unlike the sugar and ice). It gives the fun feeling of actually cooking/making something because you're not focused on putting in an exact number of boba (which can feel funny cause it makes you wonder, does the drink taste different with 8 ice cubes instead of 7?)
The line turning green for the boba was a little confusing though, because I intuitively understand it to be that if the line turns green, you're doing it right - this is especially true since the tea stage does seem to want you to fill to the line. However, I know that there are orders that ask for different amounts of boba so I got confused. I also couldn't differentiate whether the star or heart rating left by the customer is the perfect rating so it was even harder to tell whether I was doing the boba part right.
Overall, I really enjoyed the game and it still felt like so much fun making the drink every time! (note. played on mobile)

Super addicting game, I had so much fun playing; I particularly love the amount of sound and animation feedback, it made the game feel so alive!
The game is easy to understand, the only thing I was confused by was the watermelon-bomb? item. I accidentally cut (collected) it at first, but I still didn't realize it was a boost item until I accidentally used it - maybe some sparkly vfx could help here?
But once I understood how to use it, I started to have fun with them (since the front levels were easy) and at some point, I would try to bomb as many enemies as I can in one go which made me realize that the game can be further expanded to have achievements too, neat!
(note. played official version on PC with touchpad)
Great job! I really like the variety of the obstacles as well as the procedural generation which keeps the game fresh and fun every playthrough. The controls feel smooth and nice as well!
Something that distracted me however, was the wave of death. Especially since obstacles are random and timed, many times I rushed and died due to fearing the wave (despite knowing that there is some leeway to how long you can be near the wave before dying).
Another thing I struggled with was knowing which tile the swinging ball was hanging above due to the perspective, some extra indication on the floor tile would be amazing!
Overall, I really enjoyed the game and definitely see its potential to expand further! (note. played on mobile)
The game is easy to grasp and the leprechaun/floatie store items helped me realize early on that I should strategize my runs for the best gains too. Great job on the cute theme and models as well, they look amazing!
If there's one thing I can change, I would make the jump strength icon a spatial UI instead (eg. character squashes/shakes more and more as the jump strength increases) so the player can focus on the level much easily.









