I see. I'll retry it then :D
Hikamiii
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Hmm, if there is one key takeaway that I can give, then it must be remembering to always have iterative playtesting for precise platformer/puzzle-solving game like this piece. I have had similar problems in the past, where my platformer games are just almost unplayable for some people, because I underestimated how familiar the game is to the dev themself. "Is this level too easy or something?" was something I usually assume in the developing time, and I guess a lot of devs also fell into this rabbit hole, where we completely forgot that players don't read the codes :)) Next time, you should try to have a bunch of people, different people, to play the game, iteratively, as part of the development time (you might have less time to develop the game you have in your head, but this is 100% worth it).
That's my take on this, keep up the good work bud!
Overall, I like the idea and the way you executed it. The visuals are coherent, and the music is cool.
However, I do see a lot of rooms for improvements. First of all, it took me way too long to understand that I need to sort things to its corresponding places, not throwing alll of em into the chest (Only after I go back to main menu and replay do I realize it is shown here). Secondly, the controls are, sometimes, a little bit wonky, where my right click is not as responsive as my left. I love the throwing part, so this bug does bring my mood down a lil. Lastly, more sfx for feedback, and maybe an actual monster opening the door/crawling up from under the bed would have sold your spooky idea greatly.
Those are my thoughts on this game. Keep up the good work, and hope you guys do well on upcoming games too!
Simple game, easy to wrap around, but not so much to master. Took me a wopping 5 mins on the fourth/fifth level. I would say at some point the shooting n moving stuff is a bit wonky, but after a while I got used to it, and the last few maps are really satisfying to nail. Artwork and sfx are good, and I like the way the settings is integrated as part of the game.
Great job, and congrats on the submission!
Very good use of the theme. From visual, sfx, to game juice, you nailed it pretty well. I wanted to play the whole game actually, but I wish the capacity of the hiding place is more forgiving, like after I put all blue dudes under the bed, there's only about 2-3 vacant spots left. As for the full capacity alarm (the hiding spot jiggle when they r full), it should occur earlier, cause now it went over my head so many times ;))
That being said, this is still a great game. Truly a hidden gem of this jam. Keep up the good work man!
Cool game you have. The visual is charming and cute, if it's delivered with some sfx that would be great. Like the others have commented, the difficulty is off the chart right now. I am fine with the wonky movement, I actually pretty like it, but checkpoints all over the place could have been a huge, huge improvement.
Keep up the good work man!
I tried multiple times but still can't quite get over the phase two. Maybe I'm just bad :)) I guess for games like this you don't need a longer parry window, this is good enough, however the size of the collider / trigger that keep track of the parry-able bullets should be bigger, at least over the player's leg and head ig. I mostly die because the bullet goes slightly under my feet ;))
The game, overall, is really awesome. Cute visual, good theme usage. Well done!
I see. PVZ inspired roguelike shooter game. I like the cantaloupe guy, very interesting take on the theme :))
A few issues I had was that the peashooter gun doesn't lock-on enemy correctly sometimes - I guess it's an issue where the lock position is not aligned with the barrel. Moreover, the retry button doesn't work properly, cause when I press it it go back to the beginning scene but nothing moves afterward, only the looping ambient noise. Lastly I guess the map doesn't have an end point on any of its sides, so I just.... walk away :))))
Well, just some thoughts of mine. Some improvement post-jam could help a lot, cause I think it's still a really cool concept. Keep up the good work!
Concept wise, this game is set up for a good time-consuming experience with no clear objective (nothing negative :)). Try to polish the game more, especially the snake movement. Seems like the further your mouse from the snake, the faster it becomes, which is quite hard to create a good loop, since it will drastically slow down when players try to make one, and when reach for a new apple, it quickly goes out of hand. Perhaps a constant speed for the normal movement, and gaining more speed is the job of the upgrades, could make the game feel much more satisfying.
Just some thoughts on the game. Keep up the good work!
PS: SFX could help alot!
Simple gardening, yet super cosy. I like the visuals, seems like you hand drawn all of them? Anyways, as I was progressing in the game, right at the second tree (cost 20), once I plant it, it breaks the game, and close the game immediately. Really wanted to play more actually ;)) Well, apart from that heavy bug, a web version could also help alot. Keep up the good work!








