Really easy to lose, but I totally get the vibe here. Maybe with an economy you can impact? Or more options to pet the animals! That’s the best feature.
DrDre3k
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Made it through a few rounds, got real lucky with some scrap upgrades early on which really helped. Would’ve appreciated a few more varieties of attack or a background song, but it’s a good assembly of things as is. The grenades were hard to use, but once you get some upgrades and an idea of where the enemies spawn, they’re good picks.
A little trippy, but I liked the main character and their little Yoshi flutter jump styled walk animation. The levels were a little hard to get at first, but they weren’t too long so it thankfully didn’t feel too punishing to take a little to get situated. I actually thought the 5 second count down covering the screen added to the effect, and for most levels I think it was reasonable to play around, but it’s still darkening the room a bit too much. Overall a nice game, good job.
This was interesting for sure, but real tough to figure out. It almost feels like a hidden information card game of sorts, which is real neat. The readability issues are pretty major, but I’m no stranger to them. I imagine there’s some quite complex systems under the hood given all the relations, so I can only figure the deadline was tough to meet as is! I think if the text were easier to read and not so easily covered up, along with a visual indicator of having to tap others, that would go a long way.
While I did go a good while without taking damage, it didn’t seem like there was any way to heal? I assume that’s either intentional, or only shows up once you’ve taken a lot of damage. However it was also hard to tell how much damage I’d given to enemies. Other than that clarity issue though, everything seemed nice a smooth for movement and for the aesthetics, and the music was great too!
Don’t mind me, just removing world leader from the bucket list..
This was tough, and it’s real hard how everything is so impactful. Decisions matter, and I liked that take on the countdown, even if a bit grim. Or maybe I’m just not good enough! The audio was a bit too painful though, but I assume there’s some sort of atmosphere you were going for with it? Overall, impressive effort.
Oh yeah, Sacred Growth wins 🌳🌳🌳
Ahem, anyways, props to making a whole simulation. I struggle with systems based games since it feels like you need to make so much before you can even start on the game portion. Even if it turned out to be prediction based only gameplay (hey, prediction markets are popular these days). Wondering what you’d build it out for in the future.
The first level’s mechanics really don’t ease you in, and I like that. It really forced me to actively think about not just moving forward without a plan out of the gate, instead of picking up on that a few levels in. It really re-enforces the whole loop upfront. I would say it feels odd to input once you go faster, because it almost feels like it should be real time when really it’s stepped (as most puzzle games are)? Overall good job.
I’m sorry you ran into that. Do you mean this level?

If so, you actually don’t need any of the blocks that are next to the wall! They’re mostly set dressing and meant to push you to think about the boxes that you can move. The key is to get one of the blocks in the top right out of that area with the two bunnies you have up there
Please let me know if it was a different level, or if you can replicate a bug, as I can look into that as well if it turns out to be broken in a different way.























