Fun art a good little puzzle game. The others mentioned what I noticed about the feather and occasional finicky swiping
cravennathan
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A tried-and-true relaxing game concept.
I think with the idea of a cell going through mitosis is fun, you could possibly lean into it more by having the background be a petri dish. That way you can have the walls of the dish be the walls of the playable area. Right now with the infinitely repeating background you just run into an invisible wall which is a little sub-optimal. This could also help with the endgame because once you fill the petri dish you win.
The movement was very fast which I appreciate, but the collection zone was a little big. It was pretty much if you saw the dot on the screen and it was collectable it got collected.
There was no danger, which if you're going for a hyper-relaxing game that's fine. Typically, what I've seen for this genre, however, is that if you run into something bigger than you it consumes you instead of you consuming it.
Thanks for submitting :)
I liked the concept of being tethered by your breath.
I noticed that the trees were an unlimited source of wood so at the beginning I could just stand by the tree with the grass and get hundreds of wood and never have to worry about wood again. I did run into slime as a limiting resource though. I followed the direction of the initial road placements and only built the road one thick and then I just couldn't find any slimes to kill. Because of this I only ever really got one island away.
Having to go back to the central spot to create roads also seemed like it would become more of a hassle the farther you have built your road. So if the game were to be expanded I would recommend having a way to continue to build road after traveling a distance.
I noticed that when you die you get to keep your resources, but the roads you build get reset. So it seems like the current winning strategy is to farm a ton of wood and then kill a slime and die until you have a ton of resources. There isn't a point to build a road and then die because the resource is lost. So you get as much as you can from farming and then try to go out and explore. It would feel more like a rouguelike progression system if the road stayed or even if after two patches of grass get connected that road stays.
Interesting concept really leaning into only one item per room. I noticed if you pick up an item from a room and then drop it back into the room you just picked it up from (double tap space bar), if that room had duplicates in it to start then they would all disappear.
My thought is if you wanted to expand the game, you could lean into the puzzle aspect of it and have manually created rooms with intentional puzzles.