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EllieSmithGames

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A member registered May 07, 2021 · View creator page →

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Thank you for the feedback! :) the theme for the GMTK jam was 'loop'

Really interesting concept! A suggestion to fix one of the main visualisation issues others have mentioned could be that you have a coloured or greyed version of the player character where the player is going to land, which appears when they're close to a wall. Otherwise the puzzles are very thoughtful and engaging!

Wow! this is really well-made! The art and music / SFX creates a really strong cohesive atmosphere. The puzzle design is nicely paced introducing different mechanics well whilst offering a a developing level of challenge. Really enjoyed playing! My only quibble would be that when I knew I'd messed up on a level I kept accidentally trying to press escape to reach a menu to restart the level, which would then restart all the levels, otherwise this is a really delightful and engaging experience utilising the theme of loop well!

Wow what a cool concept! I love the idea and I loved getting scribble away the little guys! The art and the audio work super well together to reinforce the whole experience. Only complaints I struggled to use the marker and when the enemies where all bunched up together it felt a finnicky. Also it would be nice if the health bars where bigger because I struggled to notice them a lot especiall since they're the same colour as the dudes but otherwise loved the game! I feel like there's a lot you could do to expand on this as well :)

Loved the art / animations and I also like the day / night cycle. I struggled to understand how the combos worked since the lasso felt quite finnicky and after upgrading the lasso a couple of times it stopped working.

Super impressive, the cohesiveness of the art and audio really help to unify the core experience and uplift the very satisfying and delightful gameplay! My only minor complaint is not being able to see the combos I've bought since I couldn't remember which animals to wrangle together but otherwise very satisfying and fun, would be great to see on steam :)

The puzzle design is really interesting, really stong use of the player's spatial awareness / understanding. I got stuck on level 13 but really loved the puzzles :)

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Interesting idea! Reminds me of games like getting over it. The silly physics is reinforced by the narrative of reaching space and getting smacked by UFOs, which made me laugh :P The mechanics could be introduced a bit better since it goes from 0 to 100% quite quickly. Then again I suppose it reinforces the extremety of the situation.

The mechanic of having to shoot in a loop is interesting. Further levels with different amounts of enemies would be nice to really utilise the main mechanic.

Really creative and interesting concept! Almost reminds me of a cross between Liar's Bar and Inscryption. Utilises the jam theme really well with an interesting system from the effects of the bulbs that keeps things replayable and excieting. A really well crafted experience with the atmosphere as well! 

Wow! Really strong puzzle design! It has the perfect balance of having to engage and think / plan what your doing to solve the puzzles whilst being given enough information for the puzzle itself to be clear what you have to do. Super impressive to have so much completed in only four days and forit to be so robust!

Super creative! love the art and the audio! The mechanics can be a bit buggy / personally I found it a bit difficult to balance everything all at once but the premise is very cool and the whole experience is very well crafted. Could definetly see this being a full game on steam! :)

Very well made! I like the SFX and the premise is very clean, didn't find any bugs. Personally I found Level 9 very difficult and felt the difficulty spiked a bit but to have everything working well and have different levels is impressive :)

thank you so much for the kind words :)

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I've sent it across on discord. I'm not sure what your workflow was but its easy to get bogged down with trying to make things that you think are necessary but actually aren't necessary to the main game loop at all i.e. the sprinting. Making one really strong level is going to be better at demonstrating your mechanics / art and concept than making lots of levels that are quite big but don't quite demonstrate the features in the best light maybe. Personally with mine I had loads of ideas and I really had to be strict and keep stripping it back to what was essential to the core loop and experience. But I do understand its never enough time to do everything you want and of course life / responsibilities get in the way :) It's really great you guys made a game and submitted it though you should be pleased with yourselves!

I really like the art, I saw the art quite early on in development and I thought it looked good then. Althought it's a bit difficult to see the art at the resolution / screen size it is and the numbers can be quite difficult to read on the treas. After reading the itch page I understood a bit more about the objectives althought there's a few different values in the bottom right, which is a bit confusing on what I need to pay attention to / what's changing. The sound effects are also really nice althought occasionally the different pitch when I harvested wood made me think I'd harvested it at the wrong time (I'm not sure if that's the case or not).

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A roguelike that feeds the farming into the combat is a really nice idea. I think there's some tweaks that would make it feel a lot better, I can send you my playtest notes if your interested however doing some external playtesting would also help to pick up some of the issues. I think if your hoping to continue developing the project it would be worth taking stock of things that already exist in the project and considering wether to cut things or try to improve / reinforce others. For example the sprinting is redundant because there's never a point when the player would want to not move faster and if anything becomes a bit of annoyance. Whereas the crafting is a really interesting so it would be great if you can reinforce the player's want to use the wand for example by giving them more things to use it on :) The crafting, opening animation and plant growth was excieting and the UI felt clear and clean! 

It's a really interesting concept and the mechanics are there. Perhaps I missed some stuff but it doesn't feel like the mechanics tie into eachother very much, it felt a lot like a collection of mechanics. The atmosphere was cool as well :)

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Having see this game being developed I was really excieted to play and it definetly didn't disappoint :) This is a really solid experience! Super calming. Having the player reach a certain threshold of points before unlocking the next mushroom is a really nice pacing tool. However I think this could've been balanced a little better, I think the mushrooms that have more unique mechanics i.e. black flute need to have a greater threshold between the previous and next unlockable and some of the simpler mushrooms could've have a lower threshold i.e. slippery steps. The Pecunia is quite nicely balancced.

It works really well as an aesthetic experience I found myself planting mushrooms together that I thought looked nice althought it meant I didn't want to sell them lol! 

I love the fact that some of the later upgrades / mushrooms work well with other mushrooms, some sort of skill tree that mirrors these combinations would be nice. 

Sometimes it's frustrating when I can't place a mushroom although it looks like I should be able to place one maybe a little red / green glow under the cursor when placing would be nice. Otherwise the game feel is super satisfying and juicy!

Okay that's interesting, again the feedback is really helpful so thank you :)

Thank you for the feedback 🙂, I implemented some tooltips and streamlined the inputs after your feedback. If you had a chance to replay I'd love to know how you get on with it.

Thank you so much for playing and for the feedback! 🙂 What were you initially confused by? Apologies, yeah if you run out of inventory space you kind've lose but I ran out of time to properly implement a minor fail state!

Thank you so much for playing and for the feedback! 🙂 What were you initially confused by? Apologies, yeah if you run out of inventory space you kind've lose but I ran out of time to properly implement a minor fail state!

I like that the sheep have chance to be stolen at the end of the day, there's interesting lore surrounding the circumstances of the farm and an interesting moral choice related to the mechanics. The day ends too quickly if I have a lot of sheep and I accidentally shot a sheep a couple of times instead of feeding it, which was dissapointing.  :)

I'm really enjoying the game and I'm really impressed with how much you've made! I've made it to the purple dryad though and I'm a bit stuck. I love the whimsical atmosphere and I love how the mystery from the dryads plays into the main gameloop! :)

I'm really enjoying the game and I'm really impressed with how much you've made! I've made it to the purple dryad though and I'm a bit stuck. I love the whimsical atmosphere and I love how the mystery from the dryads plays into the main gameloop!

I like that the sheep have chance to be stolen at the end of the day, there's interesting lore surrounding the circumstances of the farm and an interesting moral choice related to the mechanics. The day ends too quickly if I have a lot of sheep and I accidentally shot a sheep a couple of times instead of feeding it, which was dissapointing.  :)

Highly enjoyable with a really strong loop! Personally I'd prefer if the plants stay and maybe you can just sell the fruit. I love that I'm able to shoot pitchforks to defend my crops, I like the lore around Harvey and the music is the cherry on top :) 

Highly enjoyable with a really strong loop! Personally I'd prefer if the plants stay and maybe you can just sell the fruit. I love that I'm able to shoot pitchforks to defend my crops, I like the lore around Harvey and the music is the cherry on top :) 

thank you! :D