This was very sweet, I liked it a lot! There were a few quality-of-life issues (I can see why people are confused by the "rules" for brewing tea changing suddenly) but I like the writing and the worldbuilding was just subtle enough.
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Both the invisible walls after the baby part and the issue you're talking about here happened to me as well. I got confused and thought you were supposed to follow the train down the tunnel, I wonder if it was supposed to stop at the station the first time, and it just breezing by was a bug?
1. Hi there! What's your name? Want to introduce yourself?
I have been Dire Sloth for many a year now. I'm in my late 20s and am interested in making 3D games as a hobby.
2. Did you participate in the last jam we held? If so, what
do you plan on doing better this time? If not, what's your reason for
I was not part of the last one, though I think I lurked around the Discord back then. I decided its finally time to start teaching myself how to work with Unity and making the games I keep thinking of.
3. What games are your favorites? Did any of them inspire you, or made you want to make your own?
My favorite games are ones with excellent writing (Undertale, Night in the Woods) or environment design (which is why I still have a bunch of Assassin's Creed games hogging my hard drive). Games that have excellent worlds inspire me to start making my own world.
4. Do you have experience with game development? What did you do/with what engine?
I have a teeny-tiny RPG Maker game here on itch.io, which is barely ten minutes long but I made most of the assets myself, so I'm fairly proud of it.
5. Tell us about something you're passionate about!
I have an intensely love-hate relationship with Steampunk - I love the concept but very rarely find games or stories that use it to its full potential.
6. What are your goals for this game jam?
I'm hoping to become basically competent in coding C# so I can go on to make some sort of 3D exploration / survival crafter in Unity someday.
Wonderfully creepy and incongruous, the procedural generated aspects were *just* awkward enough to give it a wonderful sense of uncanniness. I ended in a house with only three grandfather clocks looking over a lone bed...
This was absurdly cute, and the art and color scheme are all gorgeous! I got the quitter end and felt terrible! I can't get over how great these backgrounds are! Thank you for making this! :D
This was wonderful! I loved the Game Boy feel to the graphics, I really like the idea of a harvest moon-like game where you're actually growing your enemies, and I thought the art style was super cute. I also like how the level layout makes it look like you can only cut down those circular bushes when you get the upgraded scythe, but you can suddenly cut down the hedges too.
I think I hit a bug at the end though? I planted the final seed and let it grow into a flower, then the camera panned up to reveal the two coffins and...nothing happened? I walked up there and tried cutting down the fence and interacting with the flower, nothing seemed to work. Also I noticed some brief slowdown when picking up lots of items.
Otherwise, this was super fun, with well thought-out gameplay and a great look.
A great little game! I figured out the twist as soon as I saw the horse, and there were a few places where I could see (and at one point fall off of) the edge of the map. The old man has some great style, though, and the sound design and general aesthetic are excellent. "It's a 1:1 model" made me laugh out loud. I wish I'd had more time to get to know him...