Thank you, and glad you liked the colors! Palettes can be really hard to set up and use sometimes.
DrDre3k
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This was fantastic and engrossing. At first I didn’t know who I was talking to, but over time I got to know the bugs. Got to know how they know each other. Got to know their dreams, their fears. Getting to see those fears play out, and the hopes shift. This was a good time. Separately from all that, I also loved the aesthetics! It was a real vibe and the ants themselves were cute! I would’ve loved to see them animate, but that’s just because I was left wanting some more. Great job y’all.
Ooh the visuals were so cute, I’m a fan! The minigames were nice too. I kind of expected them to be more Wario Ware like, but the cooking one was very in-depth being multi step! I kept failing it because I thought it was more limited in scope like Wario Ware or Poffins in Pokemon! Once I realized it was multiple steps it was way more reasonable, just wasn’t clear up front to me. I especially like the theme you put around it all with the angelic office job.
Went left. Not sure what I expected, but cool we can do that. The game mechanics could be refined, as I like the attack in the air. It feels like that could be expanded on. Outside of checkpoints after a few screens, the big thing I would say is adding a transparent background to at least the player since that was very easy to see. Otherwise congratulations on making everything in such a short time!
Unfortunately I can’t play as I get very motion sick in first person, but I did really like the intro. The God of Steel and Silicon looking just like a self checkout is great! Then the world opens up and it’s a store. Not what I thought the world would look like if restarted, but I’m all for this approach and the narrative and environmental opportunities therein.
I really like the cute skeleton. The battle was really tough, but I started learning to get to phase two quick. The movement really felt lacking in that second phase though. I think that although I was learning the attack patterns in the second phase after playing a few rounds, it still would’ve felt better to have some telegraphing to the attacks as others have said. Good job and good luck with the other bosses!
That was a really nice aesthetic. I’ve considered spikey platforming before, and this was some nice implementation. I did find the input for jumping from spikes confusing because of the axis and being able to control the player before the level fully resets made me fall off too soon too often. But overall it was a nice trip through the desert. Nice job!
Ooh I love how you mixed the visuals of cacti and ghosts (with a little bit of flying crows). I think it was a good puzzle game with a good progression. I did have trouble where sometimes I would place cacti when I clicked on other buttons like the start button, but it was easy enough to remove them. Good job!
That was cute! I would’ve never thought to use accidentally overwatering a cactus as a core mechanic. I also liked how the goal of 300 felt reachable even it seemed far away. As for feedback I see someone else already mentioned the fullscreen scaling. I accidentally forgot that in one of my games before!
Yeah I could totally see the seeds of the story so that sounds like it’ll be nice once it’s all there!
Ooh I see. That historical context makes a lot of sense. We’ve had that happen before where updates for a followup jam impacted intentions from the first jam.
I think the UI and art were good. Not quite clear but I tend to feel that way about most any RPG (except for the old Paper Mario games which really limit the options).
Overall it sounds like there’s a strong base to work off of, so good job and good luck!
One of the inspirations was Pokemon Ranger so glad you thought of it! I like those ideas too. The extra juice on catching a fish gives some feedback on what you’re doing. I also never thought about the fish coming in from the sides, but that totally makes sense. Sorta like in a river fish follow the flow. Thanks for the ideas!



















