Thank you so much for the feedback and nice words!! Unfortunately, I couldn't catch your stream that day but I hope you had fun!
Im going to polish the game a bit more after the Jam ends and focus on the graphics more, as that stuff was kinda sidelined when I was trying to figure out the code of the game xD
Dahlitea
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Insanely cool graphics and intersting lore! I was hooked from the start by the dark atmosphere. I love how artistic the shader is and how much "weirdness" it adds to the game. Unfortunatelly I had some issues with the gameplay in web-build and playing with mouse (though Im not sure if it's due to my PC speks or browser settings?) - the camera felt really slow and didnt follow my mouse properly, and the combat felt a bit laggy to me.
Took me a bit to get the hang of the mechanic, its pretty difficult to get out of the middle of the map and start kiting the slimes. The axe-mechanic is pretty fun and unique though, it was fun once I understood what I had to do. Only thing is, I didnt really understand why the red was flashing and I was slowing down, it felt random most of the time.
Probably my favorite game in this jam. It's absolutely insane that a game like this was created in a span of one week. Had a lot of fun just digging around. I will agree with the others, some quiet music would have been nice to make the long digging sections more engaging (I turned on some anime to watch on the side as background noise tbh because it was just too quiet). But overall it was a great experience, each jumpscre took me by surprise and reminded me that this was a horror game after all. I also really like how the upgrade-progression feels, it seems that you can find the perfect amount of items to buy upgrades each time you go back up. Really great overall, well done!
Solid game, really enjoyed the pacing and atmosphere. The sounds added a lot to it as well, the fleshy sounds getting louder every day. On one hand I want to explore more and talk to more people to find out what exactly is happening, the world building etc, but on the other hand I love how little is explained overall so it fuels the horrific atmosphere. Perfect balance there. Only thing I would have loved to see added, is have a "skip dialogue" option, or a button that makes the text progress faster. I talked to some of the NPCs a couple of times to check if they had new dialogue, and had to sit through the old dialogue every time. But that's honestly a very small thing, really enjoyed playing!
The movement of the little creature felt insanely good - animation, speed, sound and controls all fit together really well and felt super polished. I liked how well the environment was designed as well, on my first run it was very confusing and kinda hard to remember the layout, and I aalso couldnt find the last node because I didnt notice there is a room in the centre of the spaceship (I was doing left-wall strats lol). But after a couple of runs I was more confident moving around and finding what I needed. Overall it was really fun just running and jumping around with the little fella, I really can't stress that enough. I was almost sad that the game is so short.
My only concern are the enemies, most of the time I didn't really pay attention to them and sprinted past, so I also didn't really use the hiding places (also because there isn't really time for that). I also had a lot of situations where the guards SHOULD have caught me, but just ran past me (e.g. when I was standing still to eat a node and they ran at me). Not sure if only a specific part needs to touch the creature to trigger, or if the colliders weren't working properly for some reason? It would have made it a lot more difficult if the enemy hitbox was bigger. But honestly I think for a week-long jam this game feels insanely polished and shows the main aspects and mechanics pretty well, and it was fun to play!
"Rawr means "I love you" in radioactive dog. "- my friend who I played this with while in voice chat
Fun game, enjoyed the atmosphere and the usage of the jam's theme. It was difficult to not be killed at first, so it took me a couple of tries, but its doable for sure. I actually accidentally shot the guy as soon as I loaded in, so I got (what I assume is) the "good ending" immediatelly.
Rawr :)
Very unique idea and great execution. It was a lot of fun trying to build different sentences with the words provided, and it's honestly genious that you use the words of previous victims. Which also lets you understand the relationships that the crew members had with each other. There was maybe one part where I wasn't really sure what I had to reply, I thought I picked the correct combination but it wouldn't register, so I had to button-spam to proceed to the next sentence. Other than that, it worked flawlessly for me. Well done with this one!!
Sadly found the same bug that other players have commented on, after interacting a couple of times with NPCs, nothing is interactable anymore :( So far though, Im really curious to see where the story goes - Im a huge fan of small-town mysteries especially when its mixed with eldrich horror, and so far the atmosphere has been very fitting as well. The little dream sequence was interesting, so Im also looking forward to find out how it will fit into the whole picture. Will be following the game, and continue playing once the bug has been fixed :)) <3
Short and effective experience, I absolutely loved the atmosphere and the slow build-up through the fishing game. The graphics are also up my alley, I like when the horrors are more abstracted so you can let you imagination fill in the gaps. My only critique would be the screen-shake part of the game, I got a little motion-sick when trying to adjust the sound waves. Maybe it was too strong or too random? Not sure. But overall I really enjoyed it!!
Thank you for playing and for the feedback!! I did get the same from a couple of people who missed some dialogue due to continuous clicking... I already made it so you can only proceed dialogue only if you click on the dialogue box, but it probably is a way better solution to use a different button like you suggested
Thank you for the kind words, Im glad you enjoyed it!!
The stairs are realtime 3D, I dont have much experience with pre-rendering 3D objects 😭
When the player moves, the stairs are simply rotated and moved up. Once they are outside the camera's view, they are despawned and a new stair is spawned underneath, so it doesn't overload the game :) It actually took me quiet some time to get it to work right, since the stair-animation is done through script as well. That is an incredibly good point though, another frame for the stairs and player animation would make it look a lot better, thank you for the feedback!
Thank you so much for the feedback! I had plans on developing the idle-clicker genre of the game more with upgrades, auto-clicking and a "currency", but decided to scrap it for now, because it wasn't doing a lot for the message that I was trying to convey. The idea to give players more freedom of choice and multiple endings is actually quiet interesting and I could use it well for a plot-twist to make the game less predictable. If I decide to continue developing DtS, I will definitely brainstorm a bit in that direction!
Love love love how cute and comfy everything is!! I really like this type of "cooking" game, especially when there is no timer and you can take it at your own pace! Everything is so lively and vibrant, and the UI is super appealing as well. Just an overall good experience, well done with this!!
PS. I had to play this because I also use Dahlia as a nickname (it's my username) and I noticed that your team had a person with the same name as me so that's a double coincidence!
Had the same issue as everyone else, couldnt pick up any more flowers after 3. But the first 3 were really fun! I like how the movement feels, and the little QTE/Rythmgame mechanic is also quirky! And I imagine it feels really satisfying when you collect more flowers, and have more worker bees flying around :)
One improvement that I would like to see: would be great if the flowers that you have already collected would get marked somehow, so I know I cant collect them again
Really fun and addicting, I spent a good chunk of time on this game, just running around and watering the flowers for my honey! I don't know anything about honey cultivation, so this was interesting to learn a bit more about! Overall just an incredibly good experience. Really love the art - the color palette is warm and inviting, the characters are interesting and the main characters walk cycle has so much personality!!
I'm definitely coming back to this one in my off-time!
Yoooo I completely misunderstood the mechanic at first!! Thought I had to push the rock onto the snow. But no, you have to stand on the snow lol.
Fun but really hard! I'm not great at these kinds of games tbh, but I did manage to get through a couple of levels and thought that the mechanics are pretty clever! also great character design haha
One of the most beautiful games in this jam, I'm in love with the water-color feeling of the 2D art!! The music and the pacing of the tea-brewing minigame fit perfectly as well! Wally has an amazing character design too, just adorable little guy.... Honestly just in love with this!
Would have appreciated a Kitchen-UI button, I always kept forgetting to press Enter lol. But thats just a nitpick
WHAT IN THE HOLY MEGALOVANIA??
There is honestly so much I can say about this game. First of all, it's insane that this game is at such a high level of polish and game-balancing when it was done by one person in only two weeks. The bosses felt hard, but doable. The mechanics were easy to remember, but hard to master. Or at least to be patient enough. I always had the feeling of "I just need to lock in, and I will be able to do it." And the entire mechanic of freeing up space to have more space for movement, but at the same time it gets harder, the closer you are to the boss because you have less reaction time, is honestly ingenious. The hitbox of the main character feels good (I'm very grateful its so small), and the i-frames are fair as well. I would really love to know how you approached the bullet hell mechanics, and how much % of your time you spent on them lol.
A few things to improve on:
Sometimes the amount of tiles I would turn into grass would be smaller than it usually is, I think it was mostly when I was trying to use the ability on a snow-corner. I wasn't sure what was different and why it changed, because I was busy dodging.
A little sound effect when you collect flowers would really help! Sometimes I had to keep my attention on a flower to make sure I collected it, and would get hit by a snowball because of that.
Be able to get out of the Q-hole by pressing again - sometimes it was really hard to time it correctly, so when I came out I still had to time to adjust to the next attacks.
Overall an amazing game. Im honestly impressed. I couldnt finish it in one go, I got to the third loop, 2nd boss, but I will come back some other time and try again! A lot of fun!
Cute, cozy vibes with a feel-good atmosphere. I really enjoyed the setting and that we are just there to help our grandpa while he tell us stories about our mum. Even made me a little nostalgic.
The art in the dialogues looks like a picture-book with the vibrant colors and the thick line-work, which only supports the comfy! The pixelart and animations during the collection-stage is also expressive and just adorable. I was really enjoying walking around and finding the correct items, though I wish there were a bit more pointers to the spawning locations. For example, I had a hard time finding the Tiger Lilies on my second run, and had to walk around to find them. Maybe having different "biomes" for different items or other hints in the environment would have made it easier! I also found a bug that I couldnt replicate, I walked over 2 mandarakes, and pressed E to pick up only on the second, but I picked up both at the same time. But these things werent game breaking or anything. I think this is overall just a good package of a game, well done!!
Simple but I enjoyed it way more than I thought I would! It was nice to just chill out a bit and click around on the little flowers. I also thought the little sound effects were adorable and made it more satisfying.
At first I didnt fully understand how the movement worked, but I quickly got the hang of it and it ended up feeling really good to move around the map!
However, sometimes it would be a bit hard clicking the flowers because of the camera movement. But overall, very enjoyable. Well done!
Thank you so much for playing and for the kind words!!!
We had 3 artists working on the game, wouldnt have made it otherwise haha.
That was my exact thought process when I was designing the mechanics, I thought it would be kind of unsatisfying if you caught one of the rarest fish and then barely got a payoff for it... and it would be sad if it JUST spammed your inventory, so I thought hats might be a good idea...even if it's kind of goofy 😂😂 I'm really glad someone noticed!
Cute and really thought out game! I assume this is a clever way of teaching flower genetics lol. It was a lot of fun trying to get all the different flowers and discovering all visitors. I can really tell how much effort went into this to make it an interesting and well rounded game, from the UI animations to the hats. Well done!
My only struggle was the controls especially when interacting with the UI, I would suggest cutting down on how many buttons are used. For example, you need to talk to a flower by pressing E, and in the confirmation menu you need to press Enter to continue. You could just use E again to confirm. Little things like this, where I was just confused about which button to use for what.
Had this open for a bit while working on another Game Jam submission! It really works well for that. At first I was a bit distracted because the rescource bars go down so fast, but eventually I just let them deplete and came back every couple minutes. The design of Hya, and especially the last "evolution" is sooo cool, and the amazing animations make it really feel alive!
I also like the UI design and how it overlays the bottom of the screen, so I was still able to have my youtube tutorials above it on my second screen lol. Had a great time!
The circular layout is just genious, it really helps the game flow and "multitask" between baked goods & tea. Thought I do wonder how the customer get in there lol.
Im also a big fan of the artstyle, feels like a little miniature doll house! Overall just a lovely game, very chill and fun to play!! My only issue at the start was that I couldnt tell which of the two ingredients the cranberries were. I'd maybe suggest changing the chokolate sprite and make it more distinct.
Finally got around to playing Scythey!! Super smooth and fun gameplay, the gras-cutting mechanic was really polished and felt good to do! I spent a while just going around and cutting grass, and found some of the hats as well!!
The art works incredibly well for this game, mostly simple, big shapes and strong contrasting colors! Makes the detailed grass stand out that much more! And I love how the color pallete of the jam was used here!
Overall a great, unique concept with a good execution and polished presentation! I can really imagine this as a bigger game, where you can build more on the grass-cutting mechanic :) Stuff like quests, different upgrades, more insentives to explore, would really support the main mechanic and make it shine more!
Really fun and unique mechanic! I found it easy to get into, but quickly got stuck on one of the levels because I couldn't get the tricky jumps right :( (the bucket level). That being said, I dont play a lot of platformers so maybe Im just bad lol. Going to come back to this and try to finish the game at some point thought! I think overall the concept is amazingly fun, with super relaxing visuals (great use of the color pallet!!) and chill music
Cute, simple and satisfying, great idea! The bouncing was really fun, just took a while to plant enough plants to make the bounce really long.
One thing I was a little confused on, what does it mean when the flowers lose their green leaves? I thought it showed their "healthbar" and that they would disappear after they lost all leaves, but they stayed and regrrew (?) them
Such a cute concept and execution!! This might be a niche compliment, but I really like the layout of the cafe and that you have designated areas for different things, and you can easily switch between them. Almost feels like an immersive UI element, if you know what I mean.
All the characters are super cute, and it felt really statisfying collecting ingredients and making ....dinks!
Two things that I feel were maybe missing: I think it could be fun if you played around with physics on the Bee a bit more, you could drop down after going up so it felt like actual flying. But not sure if it would be satisfying or frustrating. The second is a nitpick, but I wish there was a little UI element that showed how many drinks I still had in my inventory. The inventory on I-Button only displayed ingredients, so I had to go back to the kitchen every time I needed to check how many drinks I had left.
Inredibly polished and cute artstyle!! It looks just like a little game you could buy on the switch! The colors, shapes and character designs are just so tasty...
The task of each puzzle were quiet simple by themselves but combined with the nice graphics and sound design it felt pretty satisfying even after a few repeats. But while trying to hunt for the secrets, some of the tasks felt a little tedious (like the plant-killing) so I stopped after a bit :( couldnt find any secrets
PS i love the little bushes with the flat tops that you can stand behind, and look like a big leaf.






