That one's on me. I didn't realize those were asteroids. Not sure why I missed that exactly. Thanks!
Feather Dreams
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I like the little character models.
A simple tweak I think would have helped would be having a description of what each of the plant does. I had to throw a few rounds just experimenting to see what each plant does.
It's also a bit awkward that if you have exactly 30 health, you can buy a 30-cost plant and then immediately die.
In the end, I put cacti on every corner where they would hit a bunch of road and that was enough to win. The cactus may be a little overpowered.
Would have liked to have some SFX and music.
Spending your health as the resource to build was an interesting experiment to try, but I'm not sure it work out for the best, since in a game like this, if your base starts taking damage, you've basically lost either way, so there was no incentive to actually save up blood.
Fun tower defense, though!
It would be good to have an indication of what the stat icons mean when choosing blessings and curses.
Good presentation!
it's a bit awkward that the word 'blessings', when it first appears, is black on lack with only a tiny bit of it being visible over the meter.
The aiming was also pretty frustrating.
I did play the game and did notice the dues.
I'll cope to blanking a bit on the "paying dues" part being "everything at a cost" because it struck me more as a target than a cost. I apologize for that statement, and I've adjusted my rating accordingly.
However, the flips being skill based and not luck based is not something that was obvious to me at all. When someone seems to be missing a critical point of your game like that, it's good to take a step back and wonder "Did my game convey that clearly?" rather than immediately jump to the conclusion that the person was commenting in bad faith.
Beyond the flipping, on my first go through, I'm about 50% sure that even with perfect flipping, it would have been mathematically impossible to actually hit the goal because none of the faces that came up in the 'bank' would have given me enough money. That's part of what I meant by "too luck based".
I like the idea and the presentation was solid, but I felt like there was one thing holding the theme back.
You were clearly going for an ironic "deal with the devil" theme where the potions backfire on them, but with the customers explicitly saying what it was important to avoid, most of the orders ended up being something like: "I need a potion to do X but please don't kick me in the balls," and then the goal is to make a potion that does X and then kicks them in the balls.
I think it was a bit lacking in subtlety, on that front, and I'm guessing that part of that was because the text was done by ChatGPT.
Also, one major bug: Dragging potions around with the mouse is very inconsistent. The potions frequently got loose from the cursor and I had to click and drag each potion at least 3-4 times before making it to the 'sell' counter. An indication that it's not the correct potion would also have helped.
It would also have been fun to get a bit of info on how the customers' goals ended up playing out.
Still, a fun idea.
I like the presentation, though the character is very tiny.
The physics are a bit unpleasant, the character feels like they're walking in sludge because they start off very slow when moving.
There's a bug in the platforming; I often got stuck in corners.
I wish you could see how the world is in the other dimension, that would help the gameplay feel better.
For several levels, if felt like the dimension swapping wasn't really a relevant mechanic because you had an extended section in one dimension, and then swapped once before finishing the level.
"N.B: Keep in mind this is a rage game, continous fail is expected.... if you're a noob"
I'm going to be honest with you. Statements like this sound like you're making an excuse for low-effort level design. "It's not punishing, frustrating design, you're just a noob. Git gud."
I like the presentation.
I wish it was a little more clear how much change to the amounts of Sanity/Suspicion/Hunger you could expect.
Is there more to the hunting than "sound a thing, hide, wait for someone to come, attack them when they're not alert"?
I wish there was a little bit of warning before the people become alert again. It felt like a cheap death when someone instantly went from blue to red while I was approaching.
I like the base idea, having to think of paths for both characters was a nice touch. However, there were a lot of implementation issues which detracted from my enjoyment.
I don't think the association between the characters and the goals is clear, because both characters have the bright and dark color. It took me a long time to understand what to do because of this.
The 'overhead' character is a little annoying to control because if you go off path once you have to restart the whole level including placing paths. It would have been good if falling off the path with that character just sent you back to the start instead.
I think the game would have been better served with a grid system for the paths. This was a bit too finicky for my liking.
The presentation could have used a bit of sound.
Overall, I think this is a fun concept, but the implementation had some problems that heavily detracted from the gameplay.
I like the idea, but the implementation is glitchy beyond playability. Half the time I change sizes, one of the characters gets nudged to one side, desynchronizing them and making it pretty much impossible to beat the level. Sometimes, I change side and just instantly die for no reason, too.
I was able to beat the first level after a bunch of trial, but got frustrated in the second level.
Jam games don't need to be extremely polished, but this is not really functional.
I like your use of the limitation, though.
My thoughts:
- Presentation: Nice graphics, I like the visual style. The music was a bit repetitive, but it's nice to have music at all.
- Gameplay:
- The base mechanics are nice, and it's interesting to have to plan out your moves, but there's one major issue: With no way to restart the level except exiting back to the menu, this means you have to do the entire game in one shot, which is extremely unforgiving, especially for a puzzle game. A way to restart an individual level would have helped.
- The character walks a bit too slowly for my liking, which felt like it had some pacing problems.
- A bug: Jumping takes energy out of your light meter even if you're already in the air and you didn't jump.





