Thank you so much for the incredible feedback! This really helps. I saw another comment about the volume, so we'll be sure to look into that. We hope to make the difficulty more balanced as well. Regarding the theme, we tried to be creative with having spring be something to yearn for and uncover as things got brighter as if a changing of seasons or coming out of hibernation (flowers grew as the Lenselights were lit, the flowers come through the Circadian Energy in the rhythm game (the notes), and at the end in the lighthouse above the field of spring flowers), but it seems that didn't get translated well or was strong enough. The looping is where the player reenters the building during the lighthouse scene to have a climax and option, though you are correct that isn't seamless. It was hard to try to balance that. We also attempted for both the additional (optional) limitations. We couldn't get to the character creator, but as a rhythm game, we found a way to incorporate no visible numbers. Thank you again. We'll be considerate of this in the future. Edit: Also, yes! We are Silksong players. The game was inspired by that and some other games.
Er3te
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When I first started the game, it froze the page. Though I let it sit and it unfroze so I could play. Having the starting screen art as the banner, and the banner being kinda long looking (even though it is the correct size), it through me off which one was the playscreen T.T. The art is insanely gorgeous. Very Ori vibes. The music and sfx were so cute. So was the falling animation. I really enjoyed the credits being played through the gameplay! The additional climbing elements like the vine speed up were such a nice touch. And the characters were really cute.
This was a very well polished game! I enjoyed the art, music, gameplay. Once I got going with things, it was satisfying seeing the diegetic timer(s). Since the game auto started a whole fullscreen game in the same window, I had to either go back to the game page or open it in another window to know what the controls/gameplay were.
My original msg didn't get posted so posting again. This game was extraordinarily fun! The art, music, game, and "creating"/knitting stuff. Perfect tutorial btw! That was ultimately what sold me from the start that it was going to be a great game. The controls were very intuitive and overall the game was fun. My only complaint was that the darker purple note was a bit hard to see/know I was supposed to press on because it blended in with the bg gameart / looked greyed out.
Thank you so much! There is a timing adjustment setting in the pause/settings menu which should've been communicated in the game. Apologies for that. And there seems to be a web issue with the syncing so that also doesn't help, but I am glad you took the time to leave this feedback and thank you for playing!
The art was very adorable! And I really liked the animations. I got lost not knowing how long I was supposed to keep seeding and watering for the plant to grow; or how to interact with the customer. The beginning travel from the boat to the shop I feel could be a bit shorter unless there's planned stuff around the outside area that supposed to be there that was missing/planned later. I also agree the controls can be made to be more intuitive, but it was still playable. I also noticed that the planting/growing interactable was only playable in full screen, as a heads up.
Itch Page: I was soooo confused by the very large banner. It might help to make it at the rec. size of 960x400 max. I thought the banner was the game and it wasn't playing -- since itch has had so many issues the last day. I really loved the rest of the layout of the itch page, but I would recommend being careful putting your Discord names out there for your safety. Between Discord's former leak back in October and how things are easily scraped. You can embed links onto words to add each person's socials which could also help for people to find you guys and put another measure out there for safeguarding.
- I really liked the name of the game being TSA.
Gameplay: Love that it was made with Godot.
- I enjoyed that it was a sheep game.
- I would've loved to have some interactions on the title screen (silly or something), though I understand that's low priority. I liked all the little details on the title screen as well!
- I'm not sure what happened, but it took a good second to get to the gameplay section after clicking the "TSA" button. The music began before it got to the gameplay section. And the rest of the buttons were slow to activate/turn the sheep, though that could've been my browser (Chrome). It did the same thing even after refreshing.
- The inspector turning to the sheep butt took me out when looking at the tail first time. ;.;
- I did not realize the ear tags are sheep were considered "neck" tags. Here I was punting sheep looking for a neck tag.
- I also did not realize that the TSA rules changed each wave. I also was a little confused by having the chain on the fence or if it mattered.
- Having the reset and notices were nicely diegetic, such as having the management come and toss a snack bag with a note on it.
- I very much enjoyed the tossing mechanic!
Art/Visual: The artstyle is adorable. I couldn't image how long it took for the animations! The toss animations were so funny and having the whoosh lines turn into a word was good, though I couldn't make it out.
Audio: The music was definitely silly, though I would've like to have the option to adjust the audio.
Well done!
Edit: I don't understand why the comment posted three times! The itch page wasn't going through. The rating button was also "...".
Thank you for the incredible feedback breakdown. NG mentioned!! And to be compared to those other prized games, you flatter us. Thank you again. We did have plans to incorporate dialogue, but focus was definitely on gameplay. VA/VO is consider for the future and we definitely hope to continue this work.
Thank you for the feedback. It's much appreciated. We do have a little story blurb in the description, though you are correct that the story could've been reflected better in the game. Unfortunately with the time limit, we wanted to make sure the gameplay was fun and limited of bugs. There is a tutorial in the beginning as the player moves forward, but we will consider a better way to explain the concepts better earlier on. This is helpful. Regarding the beat mechanic, we included a timing adjustment in the settings menu. We'll be sure to point that out at the start as well.














