This game really needs UI for letting the players know who is ahead/behind and something like a minimap for people to be able to find each other. Otherwise the game has some nice ideas and potential. Also it is kind of funny just to look at xD
Finishx
Creator of
Recent community posts
Liked the visuals. The music is cool, but gets somewhat repetetive. The puzzle levels weren't all that interesting to me, but the mechanic overall was really creative and I think there is a lot of potential there. Really liked the movement of the doe.
The settings do not seem to work? The squirell going up is REALLY buggy. What was the purpose of the guards?
Overall a fun little game, liked the funny options and really cool statistics. The game also looks and sounds very pleasant.
Didn't like the clicking mechanic honestly, my fingerst started hurting after a while xD I would suggest either introducing a keybind e.g. X as an alternative to LMB or auto-clicker upgrade. Also would like to see keybinds for the upgrades e.g. 1, 2, 3, 4, 5, 6.
Also didn't understand what the Spawn radius was doing. I focused on child count mostly, since I thought increasing the spawn radius would just spawn spores further away from where I was cliking. But at level 2-3 I realized that child count matters only if the Spawn radius is also leveled, which feels odd to me.
Original and good ideas for the mechanic, but they didn't feel that enjoyable unfortunately
- The jumping felt off, just too floaty for my liking
- The game is beatable by just avoiding enemies (and maybe easier that way)
- The ecosystem mechanic is a big mystery on how to manipulate it so it doesn't feel that good to play with
Other than that the game looks and sounds okay and is very creative and has great potential.
I really liked the presentation. The central mechanic seems unexplained to me and I did not notice it until reading about it in this comment section. Also one more unfortunate thing is the controls of the dialogue: pressing space skips the whole line instead of revealing it fully, which is uncomfortable for me personally.
Woah such a fun game. Really unique concept well executed! Loved the pattern the simple flies were flying in - hard to hit and rewarding when you hit them! Also the effect where you freeze everything after a succesful hit is such a nice touch *chef's kiss*. The game gets hard towards the end, but it really kept me on my toes and improved my reflexes I think :D The music, although played in a short loop, really helped create the slapstick comedy vibe.
Must say - extremely cute art! Also the music and sound effects were a good fit. Really unique platformer concept, was fun to explore the mechanics and kept me engaged enough to come back the next day and finish the game.
Rarely I got screwed by RNG in the sense that I wouldn't get any movement combination before encountering obstacles, which required some. Would also appreciate a "look down" button, because otherwise it is hazardous to jump down without knowing if there is bramble below or not.
The game feels good to play, although it is more of a demo. Particularly janky are the collisions :D
Also reminds me of an interesting talk, which goes into extreme detail about programming vehicles in games. Might be interesting to you also, who knows :D
Thanks for playing, glad you had fun with it!
Yes, you have to shine on them with the magical light for a second or two before they get warned, although the "hitbox" of the light itself should be generous. The longer you shine on them - the more they are "warned" and the more visible they get. When they are fully warned (visible) they blow a horn and change direction to the left-top sea, avoiding the rocks.



