We may never know
Ebenchadnezzer
Creator of
Recent community posts
Thanks for the kind words! These were my main concerns. It's hard in the 160x90 space to make text readable while keeping it consistent with the rest of what's happening on screen. Yeah, I do agree that the intro sequence text is not readable, I threw that together in the last couple minutes to be fair.
I thoroughly enjoyed this! Well done.
I loved the music minigame. The tunes felt so ethereal and heartfelt, the composer did a great job. Also I'm impressed that you also fit in the grave puzzle, that worked surprisingly well. The art is wonderful, very cozy and consistent. I think that the walk cycle could be sped up a bit to match the speed you move, and increase the amount of footsteps to go along. Great job overall, I'm impressed how much you all managed to pack into this game in such a short jam!
Great job! You asked for feedback on the artsyle, it works quite well in my opinion for the setting and story you told. It's a very cozy style, and it helped elevate the mood. I'm not sure how much the CRT effect added, though.
Other general feedback: As others have mentioned, it is quite slow. Expect that in a jam setting, people will give your game 3-7 minutes unless they're very engaged, so allow them to take the game at their own pace rather than forcing a strict timeline. Focusing on the cinematic and cutscenes is good, but make sure to not leave the gameplay behind.
Had me engaged till the end! Great player onboarding, the way you introduced new puzzle mechanics was very effective and seemless. Each mechanic added new gameplay depth and was integrated well. Wasn't too difficult, which is good for a jam game, but in can be fun to slide in a couple levels at the end that really make you think. Great job with the presentation as well. It's very cohesive and cozy. Might have just been a me issue, but some of the levels got a little cut off on the left and right so I couldn't see where the fox was entering/exiting, but it wasn't a huge issue. Wonderful job!
My feedback (please take it constructively)
What worked well:
Good presentation and visual cohesiveness.
Good UI design.
What could be improved:
It would have benefited from prioritizing polish in certain areas. Being able to tell the name of an item you have in your inventory (or even when picked up), an arrow pointing towards the guy who wants it (easy to lose track of him, wouldn't have taken too much to implement with the pre-existing arrows for items you need), and more visual cues (make the campfire stand out, make it clear which items are and aren't interactable) all would have helped the core game out a lot.
Arrows pointing towards the items you're meant to hunt for clashes with the core idea. These arrows would've been much better used to point toward the guy who wants the items.
Overall, great job. Learning what to prioritize in a game jam mostly takes practice, time, and watching experienced devs or streamers jam, but it's a very critical skill.
One of my favorites so far
My feedback (Please take it constructively)
What worked well:
The gameplay premise is neat and well thought out for a jam game. Excellent job of providing players with more than one thing to think about, and forcing them to balance their time and make decisions.
It's super cozy. The bells on the herder, snow particles, and lighting all come together cohesively and are just such a vibe.
What could be improved:
In my opinion, the mixels here were quite distracting. Inconsistent pixel sizing can work well if used carefully, but here it added noise and made it feel tossed-together.
From my own experience and looking through the other comments here, it's really hard lol. As a general tip, and I know it's hard to find time to balance in a jam, but try to make jam games easier than you think they should be, unless you have a specific reason to do otherwise.
Nice work! Overall super well done, especially for a first jam. Here's my feedback (please take it constructively)
What worked well:
Very cozy, outside ambiance, tunes, and the customer mumble made it a very relaxing experience.
Tip system rewarding speed added much needed depth.
Rolling muffins across the counter is way too satisfying.
What could be improved:
Needed an extra layer of gameplay depth in my opinion, it felt quite one-dimensional.
Some UI bugs and inconsistency, average Unity UI experience.
Wonderful job! I love the visuals (the shimmer effect on the fish in the background is soo clean). This is incredibly well executed, and my favorite puzzle-platformer this jam. It's got so many unique and polished puzzle mechanics. I wasn't expecting the increase in platformer difficulty in the later levels (especially 16), but it was a welcome challenge. Incredible work!
Some less-than-ideal stuff:
You die when walking off of a block that has spikes on the sides, which can get very frustrating.
The enemies in the later levels don't feel amazing. I think they would be less annoying if they didn't always go directly towards the player. As it stands, it's very easy to get cornered and have to restart the whole level for something that doesn't necessarily feel like the player's fault.
Again, absolutely wonderful job.
Hey! I appreciate the feedback, I've noticed the way the game onboards the player could use some work. The main thing that the agents are trying to tell you is to "Avoid loop-like behavior". In level two, this was the repeated strings of text ("NEVER GO LEFT"). In level three, it's a little more obscure. In some directions that you walk, the music will start looping. If you notice these, you have to turn around.
Thanks for playing!
That was a wild experience. Nailed the disturbed and unsettling vibes. That aside, there's also a good amount of polish, like being able to eat bigger things (hole.io-like) and picking up more things at a time as you evolve. Also great dialogue. I personally enjoyed "Is this a metaphor for capitalism?" and "I eat therefore I am".
Amazing job.
I enjoyed this a ton, super impressed by how polished this feels. The synergies feel great and the gameplay loop is solid. The only thing I can think that could use some work is the balance, though it's still pretty good for the most part (wheat + chili + pumpkin was my winning combo, had over 25k by the end). Really great job!



