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DanielGameDev_

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A member registered Apr 13, 2019 · View creator page →

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Thanks for playing!

Haha yeah there are some core bugs that derail the core flow, most of the puzzles are slightly broken. My bad!

Really impressive project! I could only dream that my submission had the same level of atmosphere that you managed to create - the sounds, assets, and music are all fantastic.

I wasn't immediately aware that you could drag and drop to solve the debug puzzles, but it was okay once I had figured that out.

I'd love to see where you can go with this - I'll be keeping an eye out for future updates.

Well done! :D

Cheers for the feedback, and for playing on stream! Watching someone play through a game provides invaluable feedback.

Thank you so much for taking the time to play;  I really appreciate the feedback! :D

I should definitely look into changing up the controls - I didn't experiment with different layouts throught developement. I feel you're correct, and that sticking to left & right mouse click would feel better.

Thank you very much! Really appreciate you taking the time to play & comment. :D

Fantastic submission. 

  • Brilliant take on the theme.
  • Fantastic presentation (visuals, audio. Very polished.
  • Really well scoped. It didn't feel like the team bit off more than you coud chew.
  • Really fun mechanic that fits into the level design, providing multiple solutions to each stage.

The two (small) pieces of constructive feedback I'd have are:

  1. The player jump felt a bit heavy. I understand that you don't want the player jumping too high as that would make some of the puzzles easier, but the initial jump felt so minimal that I was always double jumping.
  2. Having to take my hands off of the keyboard in order to reset the level and place platforms in craft mode felt slightly cumbersome.

A brilliant project for the jam, and I hope to see further updates. Great job! :D

Really interesting & creative concept! The conjoin/separate mechanic is quite unique.

I enjoyed the presentation - nice colour palette used. I love the design of the player character.

Switching between dimenstions introduces a cool platforming challenge which I enjoyed - I just personally found the player movement a small bit floaty.

Great job & impressive work!

Thank you very much!

This really stands out. I had an absolute blast playing this! The game loop is well implemented, and everything feels quite polished for a jam. The difficulty curve feels more or less spot on.

Incredibly impressive work. Well done!

Thank you for taking the time to play & comment! I really appreciate it. 😄

Not what I expected when I started playing, but I'm glad I did! 

Great writing - laughed out loud as the finger was pointed towards me.

Well done!

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This is quite original and a fantastic take on the theme. Really well scoped; there's some great polish to this project.

Well done!

Great concept that's executed really well. I had a lot of fun with the puzzles - I'd love to see it expanded! As mentioned by others, I also enjoyed the sound design.

The main frustration was the length of time it took to change between modes - I'd personally look to shorten that if possible.

Great job!

The presentation is absolutely fantastic! Fantastic art & style.

Quick note (doesn't impact rating), if you collide with a bush while playing through the web, the game crashes.

Great job!

I really really like this, and had a great time playing. I love the idea - it hits that feeling an idle game (cookie clicker, etc.) gives you while also adding in more interactive, "game-y" elements. There's so much potential to build this out some more...I think you have a successful idea here.

My two pieces of constructive feedback from my playtime would be:

  • I feel like the player character blends into the buildings created, making it hard to keep track of where you are. Making the buildings or the character a more contrasting colour would solve this.
  •  Once I upgraded my Defender once, the rest of my time playing felt quite easy (I didn't feel the need to purchase any more upgrades). A revisit to the dificulty curve for future iterations may be required.

Really good job though, and well done! :D

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Very original idea, and a great take on the theme.

Other than the general tetris quality of life improvements that could be added, I feel that the breakout paddle felt a bit floaty. My personal preference would be to have that tightened up a bit.

While I like the choice to go with a 2.5D approach, I felt that the combined with the camera angle, I sometimes couldn't immediately tell where a block would exactly land if placed straight down.

Really fun idea. Well done!! :D

Thank you! I do feel that there's untapped potential in the concept; I didn't take full advantage of it for the jam.

 I'd ideally like to really lean into the mechanic of 'actions that are carried out in the past impact the present' in a more engaging way.

Thank you for taking the time to play!

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I enjoyed the take on the theme here - it fits quite well! The concept of objects in the environment acting differently depending on if it's the day vs. the night is a fun one.

The death system, where you can see where you've previously died and whether you were in day/night mode while doing so is a nice implementation. It allows the player to determine whether they should be in day/night node to get through that part of the level (i.e. if you have 10 day mode deaths and one night mode death concentrated in one area, it implies which mode you should use to succeed at that point).

I couldn't for the life of me complete level 7 unfortunately - the issue with the puzzle (timing the creatures to hit buttons at certain times) is an interesting concept, but you can get hard stuck if you release them all from the bulbs at the same time; you won't be able to get them moving in a differnet pattern without restarting. This was quite frustrating.

Great job though! :D There's a fun game here, and I'd love to return to play after there's been some outside-jam polish completed!

Time for level 1 was 4 minutes!

This is a nice demo! One recommendation would be to have something that's "shooting" the arrows. Currently, if you get near the arrow source, you see that they spawn out of nowhere. This led to some frustration when I was standing on the spot that they were spawning, taking damage seemingly out of nowhere.

Great job though!

Hmm so after looking into this, it seems to be an issue with how DualShock controllers are mapped for Godot HTML5 games in Firefox.

I've tested this with my DualSense, and it works perfectly on either the .exe (Which you can now download above!), and on Chrome. I seem to have issues on Firefox. Were you also playing on Firefox?

Thanks for letting me know! I'll look into fixing this ASAP.

Hi there! Thank you very much for creating a video of This Cozy Garden, it means the world to me!

Also, thank you for your feedback. Absolutley agree that more general content and gamplay elements would enhance the experience quite a bit.

I'm not planning on adding extra content in the short term as I want to work on other games, but if/when I come back to add content to This Cozy Garden, I'll be keeping all of your feedback in mind.

Cheers! :)

Thank you so much for your feedback and for linking your video! 😄

I can't lie, it's pretty surreal that someone would record a video of themselves playing a game I made, so thank you for that. 🙌

If I come back to expand on this project, I'll absolutely be keeping your thoughts in mind. Cheers!

Ahh, made it to 20! Extremely addictive.

Made it to level 14! Really really enjoy this. Simple in concept, but executed extremely well. Great job!

This is great! Definitely took me back to playing old platformers on the Game Boy. :D

One note I'd have is that the movement felt floaty; I found myself unintentionally flying/jumping into spikes quite often.

Great job though!! Really impressed with all of the assets and the presentation on this page too, very professional.

1. Ahh I see! Good to know. A sound effect would be great! 😄

2. Right, that makes sense. Should have stayed around them longer when demoing to fully understand them, my bad!

This was fun! I like the increase of the number of enemies showing up over time, it felt balanced. They also spawn quite nicely.

  • I wasn't sure how the points tally is meant to work. It's not per kill from what I can tell, so it'd be cool to have it mentioned somewhere.
  • Before the first boss, when there are the purple rings that spew out larger enemies: I like the enemy type, but it felt that rather than having to deal with it, I could just drive a bit away and it wouldn't bother me any more. Potentially limit the play area?

Nice work though! Will definitely play any new versions.

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Hey  Danga!

First and foremost, I really enjoy the style and gameplay here. That "Aha!" moment of knowing I can walk up walls was quite powerful.

I've a few notes (Most small).

  • Main Menu: Really really enjoy the style of the menu. Potentially, it would be nice to have a brief indicator showing that I can pan the menu/map with the mouse. Wasn't fully aware at first.
  • Text: Would be helpful if there was the ability to speed up/skip the text display animation.
  • Performance: Now, I am on a MatebookXPro 2020 with an MX250 GPU, so take this with a grain of salt, but I found the FPS really choppy. Still playable though. Also, there seemed to have been a big initial drop in performance upon restarting a level.
  • Doors: The doors that swing open potentially open a square too near to the door. The first time I walked through I thought I had walked through the closed door, rather than seeing it open. That could be linked to the performance issues about though.
  • Level 4: I may just be missing something entirely, but I couldn't seem to finish level 4. I got to the 3rd "Room" and couldn't activate the last connection that I needed..I could very well just be stupid though lol. ( I did shoot the eye more than once..could be related to my next point?)
  • Bug: Some blue "Crystals" took 2 arrows to activate. Also, after activating/deactivating them a couple of times, they would no longer activate at all. (Notices on level 5).

All in all; this is a really really cool game! Absolutely love the style and gameplay. It really opens itself up for some really neat puzzles. I hope the notes above aren't discouraging, as I'll have this game on my radar! Can't wait to see further progres.

Yeah exactly! It's not the most normal control scheme. Being able to choose which space to move to with the mouse would help the issue I suppose?

Hey! Absolutely, the control scheme could definitely be more intuitive. I don't think I'll go back and fix it for this project, but I'm definitely going to keep it in mind for future games. Thanks for playing and the great feedback! :D 

Love the style of this; very impressed! Great job :)