I did feel like I miss soemthing, although aesthetically this game was neat-- on that basis I won't rate it. I was not able to combine items as the description implied as far as I could tell?
DaySideUp
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A really interesting concept and execution, ultimately becomes something akin to a 'reverse-roguelike' where your choices actively harm your future chances lmao. I kind of like that idea of mitigating harm, but does leave me a little confused if one is trying to interpret this from a narrative standpoint. The implication would be two competing forces, I guess? Clearly, not the purpose of this game, but something it brought to mind for me. Very charming game with some great artwork!
For starters, the game is very well put together on every front! The only issues I ever had in terms of bugs was a few character swaps, but considering the amount of mechanics and content, that is no less impressive of a feat. The art, music, etc were all very well done. At the same time, I do think the game may have suffered slightly from a bit of feature bloat-- a lot of these ideas feel like they could have been expanded a little more, or had another twist or two appended to their current functionality, allowing for more focus on a few of them. A minor note as well, mentioning the E button to interact in the in-game tutorial could help ease the learning curve for new players. Incredible work overall, though!
The art and audio are fantastic! Very cute and charming. The gameplay premise was certainly very cute, but I did end up softlocking myself with a certain combination of otters lmao. I'm wondering if there are potentially other avenues for more gameplay depth with this concept? Although cute, the number of hand signs may have gotten too expansive. Particularly, the right side up and upside down cupped hands were hard to differentiate when everything is in motion. The game feel is quite fantastic overall, but some small bugs can break the otherwise charming illusion taking place like otters getting stuck or the chain otterwise getting disrupted. I was impressed by how they resolved the knots on their own, though! That's some foolproof programming.
That's very real, we were nervous about making the puzzles too difficult and a lot of them are fairly light as a result. In more developed puzzles the normal form is important for readjusting the light source and moving statues around, but that only comes up a couple times in the game as currently designed. I'm so happy you enjoyed what we did have!
Hey, its pretty neat!
A few things-
In the difficulty selection menu, you mispelled human.
In the pre-rendered cutscenes that serve as examples for what to do, you've recorded your cursor.
I don't know if this is intentional, but the health bar gets messed up when you hit lava alongside the life counter, at least in godly mode.
Its charming! It looks good!

