Simple and relaxing game! I was taken aback by the sheep sounds at first like others (thought it was a zombie or something), but it ended up just becoming an aesthetic of the game for me, don't change it lol. I was also a fan of the visuals, made me feel like I was inside a painting.
DJArcWolf
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Neat game! I thought the progression scaled well in the beginning and I liked how that the meat that spawns outside is like risk/reward for the amount you get vs not being able to protect the animals. As you do get more animals to protect though, I found it hard to see where the monsters attacking were, so maybe having the monsters highlighted would help with that.
Well executed and indeed very chill! I think the game really could benefit from having a goal of some place to blow your leaves to, but if you did not want to have goal, having some interactions within your game's world would do wonders.
Some examples I thought of: creating a big leaf pile you can jump into, filling up the buildings with leaves which eventually flood out, or blowing leaves into people on the street who react to them.
Very relaxing and love all the visuals! I especially loved the character art and dialogue for them, very cute. I was running the Windows version via Proton on Linux and I didn't seem to have any issues with it.
From what I experienced, I think the game could benefit from two things:
1. More of an explanation of what mix of ingredients gets the different scents like sweet or tart.
2. I had a lot of ingredients stack up in the cooking page, so I would suggest being able to clear all the ingredients you currently have or have a different way of organizing them that doesn't clutter the screen.
Would love to to see a storyline or expanded content of this in the future!
Thank you for the compliments! That part is not the end. I explained this more in a previous comment, but I'm still learning how to balance giving the player enough information for them to figure out what to do next, so the confusion there is valid.
Per this and other comments, I added a walkthrough section on the game's page if you wanted to replay and progress forward or if you were just curious on what you had to do there.
Thank you for the compliments, very much appreciated!
I did make the game more open and wanted the player to really piece together how to progress further, but I'm still learning and trying to find the perfect balance so I'm not just leaving the player completely confused or hand-holding them the entire way. So, it may not be a skill thing, just the game not leading enough on my end (truly a struggle when trying to add a puzzle to your game lol).
As per your comment and others, I did end up putting a walkthrough description on the game's page as kind of a messy patch, so if you wanted to continue further or were just curious on how you were supposed to progress forward, that's there for you.
I very much appreciate the compliment and feedback, thank you! I go in depth more in a previous comment, but I wanted to make controlling the root feel more immersive, but in hindsight I would make it so you were able to go backwards as the root to help with that.
As for the environment in the ground the root travels in, if you have any suggestions for what would better help you differentiate it with your color blindness, I'm open to hearing that as I'm not too familiar on how to handle that. I'll keep this in mind though for future projects and learn how to improve this and other accessibility aspects.
My original thought behind the root was that you would kind of be sprawling out like a root would, so I thought that going in multiple different directions that wasn't the root's forward-facing direction would go against that idea. However, I do think that with the amount of retreating the player does after sprouting a flower, the player experience would benefit a lot more from being able to at least go backwards like you said. So, that would definitely be something I would add in the future if I come back to it. Thank you for the input there!
I appreciate the feedback and understanding! I did want the game to be more open-ended and have you figure out where to go and how to progress, but I figured there would be some parts that wouldn't be as obvious (mostly because I have replayed it a bunch of times and would not have a fresh perspective). Especially in the future, I should probably add an intro bit explaining that you are trying to get the highest point in this forest, so that I also get.
Due to yours and other feedback as well, I did end up adding a little walkthrough section in the game's description on how to progress forward in each part of the game. So if you wanted to replay it while looking through that, or if you're just curious, that's there for you.
Cool concept with the dog retrieving the items you need! As for problems I had, I encountered some frame stutters during the first area and the text was hard to read sometimes either due to the flashlight or the font itself. Would love to see this game expanded upon in the future, interacting more with the entity at the end and different ways of incorporating the dog's fetching/collision mechanics.
Really a fan of the art style, especially the way the characters move I thought was neat. Very good mix of both horror and humor. The attacks with the axe felt like they did not register at some points and sometimes the humans would get stuck, but those were the only problems I had. Well executed within two weeks!
Solid game! The visuals are definitely the strongest aspect of it (the map itself, slime/human animations, doors/glass breaking), looked great. Performance was fine for me, though I did encounter a drop in frames in the long vertical hallway with a green tint. I think the game would definitely benefit from some ambient background noise and/or sounds for when the slime is moving around.
Thanks for the compliments and feedback! Great to hear you liked the map deformation aspect of it. I put probably a little too much time into that while I should've focused on other parts lol. I agree the game would definitely benefit from having more direction, more or less relies on the player's patience while exploring the map entirely right now. If I were to work on this more, I would definitely expand upon the environmental story telling 100% in addition to the lore.
Also a little fun fact about the RAZR, I was originally designing it to also glide across the surface of an object. Ideally, this would allow the player to better traverse the map and escape the wind attraction from the hole. Unfortunately, I ran into more physics problems than I could tackle for a two week jam, so I had to put it on the back burner. Its rough implementation is buried in the game's code somewhere though.
Thank you for the compliments and feedback! Most of the audio and visuals I acquired from people on itch and other platforms. Their work I linked on the game's page if you are interested. Definitely agree on the visual guidance, my focus was elsewhere and time snuck up on me, so I was unfortunately unable to work more on that in time. Same with expanding the content on the map, inside and out.
In the game's current state, there is only one way to safely escape via the lone building outside the fences. The intended way to get there is to use the RAZR on the surrounding buildings/scaffolding to get on the large building's roof, and finally hop onto the lone building's roof from there. If updating it further, I would definitely work more on this as it was (as you pointed out) not clear on how to get there and it also becomes not possible once the hole grows large enough. Appreciate the interest in this, apologies it wasn't more fleshed out for you to explore.
Thank you for the compliments and feedback! Most of the visual/audio assets were free on itch and other platforms, and the links for them are on the game's page if you are interested. I would very much like to expand upon the map more if I decide to update it later. As for the camera control bug, as far as I can tell initially (and as suggested by another commenter) it has to do with how Godot exports the web build. The wind values I was experimenting with quite a bit since I wanted to find the perfect balance between allowing the player to explore more but also be more of a threat if too close to the hole.
Not much to the level as it only shows off the game mechanic, but given what you said about working during this, I think it is a pretty good start. With a bit more time, I believe you could totally create more levels, along with using the mechanic in other different ways. Cool stuff and keep on making games!
I liked the concept for the game and found the minigames to be enjoyable. I could definitely see you expanding this to haunting places other than this supermarket or other supermarkets with different environments and minigames. I think having a far indicator or highlighting the objects for those minigames would be very beneficial so I'm not just "hugging" everything to see if I can interact with it (also would help for not interacting with the other shelves once one has already be done). That or make the timer more forgiving, that way finding them feels more planned for. Good short game overall!


