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BigErn

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A member registered Oct 07, 2020 · View creator page →

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The voice lines didn’t land strongly for me. At first I didn’t understand what they were. Once I realize it was the package owner, they felt less impactful than improvements to core gameplay would be.

I'm not trying to discourage you from having voice over though. There's definitely room for flavored voice over to provide some feedback on the success/failure of the delivery. It seems like hearing the package owner is something you probably wouldn't experience as the player since you're on this mad tear to destroy and deliver as many packages as possible. The delivery person wouldn't be waiting to hear what the package owner says, but I might be thinking too literally.

Note: I didn’t play earlier versions, so my feedback is based only on the current build.

Upgrade System

  • I like that there’s a clear upgrade path, and the tooltips are very helpful. It’s easy to understand what each upgrade does before buying it.
  • Upgrades didn’t always feel impactful. After ~45 minutes and several purchases, the difference in progression wasn’t as noticeable as expected, especially early on when players are still forming their sense of momentum.
  • The dragonfly stood out here. Saving up for it felt like a meaningful milestone, but in practice it only drops food occasionally and didn’t feel worth the cost. This might just need tuning (price vs. drop frequency).

Pacing

  • Being able to purchase multiple koi at once definitely helps the pacing and supports more active play.
  • Overall, the progression feels a little slow. That may be intentional for a chill idle game, but I expected to see more visible or financial growth within the first 45 minutes. Stronger early feedback on how upgrades affect income or growth could help.
  • A clear visual and sound cue when a fish reaches adulthood would be great. Something like a small particle sparkle + short sound cue would make it immediately obvious they’re ready to sell.

Music

  • The music matches the vibe of the game very well. It fits the tone and mood.
  • The main issue is that it’s very simple and repetitive. Expanding it with more layers/details, or a few additional short tracks that fade between each other would keep the atmosphere fresh without requiring complex compositions.

Sound & Atmosphere (adjacent but relevant)

  • There’s a lot of opportunity to deepen immersion with environmental audio to help the pond feel more alive and textured.
    • water ambience (lapping, soft stream/waterfall)
    • light nature sounds (insects, subtle wildlife)
    • more interaction sounds

Thank you for playing and the feedback! I've been working on some additional polish and an updated version will be available in January. 

Got it, thank you!

Hey there, the maze pack looks great! How do you avoid the overlapping texture problem when laying out the maze pieces on a grid? 

This seems to happen because the beveled outer edges extend beyond the grid. Additionally, you can see the flickering through the masked layer since there aren't versions of the pieces that have the connecting faces removed. 

I'm guessing I'll need to open the files in blender, remove the faces, and save a different version. Thanks!