I’ve made a new release that has some of those suggestions! The game now gets faster over time. To avoid holes there’s now two ways: move into the direction of a one tile gap and you’ll autojump over it, and grab a “brown/orange block” to recover a missing tile. There’s also a classic frog tongue attack to grab fireflies in front of you. Hopefully these changes make it more fun to move around than the prior dodging based gameplay.
DrDre3k
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Thanks for the feedback. I’ve released the latest version that has a ramp up curve so there’s some progression to how many fireflies are on screen at any moment. This should make it harder to survive as the game goes on. There’s also an ability to jump over gaps as you suggested: walk into a one tile gap and you’ll automatically jump over. Instead of shooting I added a tongue attack that you can use to grab fireflies from far away just like a frog might do. I am also interested in your suggestions for more blocks, currently I added one to recover single tiles and one that clears the screen that function similarly to the existing fireflies but are slower so should be easier to grab. Since I’m still working with abstract/blocky visuals they’re different colors for now.
I released an updated build where everything was scaled down, and it certainly makes it feel bigger! I also added an “autojump” when you reach the edge of a platform if there’s only a one tile gap in between. I think it makes movement more strategic. There’s also an actual attack now, so it’s no longer just about dodging. I decided to keep the timer counting up for now to take that into account. Thanks for all the feedback 🗳️
I’m not one to play horror or anomaly games so I’m certain I kept messing up somewhere. I kept getting several days in then resetting to day 1 (which I thought might’ve been part of the “glitch reporting” but it’s probably the game over state). I did like how it felt fairly normal and very Tamagatchi until “spooky thing” happens and then suddenly “oh yeah back to normal”. I personally would’ve liked a little border around the game to really sell that you’re “playing a game in the game”. Maybe even look like a big Tamagatchi. On the whole good job!
Pretty relaxing, but some of those were harder to figure out than I expected. Appreciate the note on author ordering as that really helped me. I also found it funny that when I knocked a book off to focus on another one, sometimes it would infinitely keep landing and falling off again. Overall great job!
Pretty neat spin on the match three! I liked trying to use the glitches to line up a big row, but it was also really easy to just focus on taking blocks out with the glitches instead of doing any matching at all. I also noticed the timers keep running when in the menu, not sure if that’s intended. I’d also like to mention how well the game controls and how nice it looks. Feels cohesive.
Might I ask, what do you have in mind when you say “progression”? Currently I’ve been trying to design a decent “difficulty curve” but perhaps you had in mind upgrades or different levels and such. I’ve also been looking into the Moonbit SDK, but it looks like the badges and scoreboards aren’t implemented there yet even though the docs have examples for it.





















