It worked only the very first time I tried. When I then exit fullscreen, the whole screen becomes black and freezes for a long time. After that, fullscreen wasn't working any more. Even after reloading the page, it somehow crashes and freezes when I try.
Humane Tiger
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I was a lost for quite a while. Some hints of how to play the game would have made things a little esier, I guess (maybe using the first delivery as a tutorial?).
I like the music and the ship interior design. All the shaking is creating a lot of visual noise, the other comment is already suggesting a good improvement, can second that.
And one more thought: Showing the visited places directly in the map would help saving some back-and-forth clicks. Especially as you can't just go back from a selected planet (instead you have to select a destination first, to then be able to choose Abort, which is kind of counter intuitive).
First things first: your art is looking really good! Also the music plays nicely together with the games speed, and the sound FX are well chosen.
Unfortunately I am really bad in playing such games. They let me feel like I have the reaction and motor skills of a rusty bathtub :-D That's why I haven't much to say on this side. I tried my best, but my doges were way off and so were my atttempts to hit the boss. But I assume for the right player this is a fun game to play.
Hi there! I played your game beyond the first humans camp, but not quite till the end.
My general impression was a nice game experience. I like the idea of this fundamental misunderstanding between humans and the "monsters" :-) And also the mechanic of having items with certain props fitting the characters abilities has great potential.
My recommendation and wish would be to make the "item fitting" more smooth, effortless, easy going. At the moment after each battle I get stuck in a lot of looking, comparing, dragging etc. It feels rather distracting and halting than rewarding and exciting.
A radical solution could be to just do the fitting all automatically. You have this nice "collecting" animation, this could just be it -> each character draws the most ideal items into their bag, and on to the next battle. This would keep the pace and momentum and focus on the battles. And it would give you this one focus of making the battles more diverse and strategic.
Another option would be to make the fitting (who gets what) more exciting and fun. As for now my eyes constantly wander between the characters stats panel (bottom left) the party loot (top) and the members (bottom). It feels like one panel is too much (likely the bottom left). The tabs and character panel could show the bottom left information to keep things closer together. And a hint per item (who is the best candidate for it) would make things a little smoother. This could be as simple as a tab highlighting - so the experience of "you get this, and you get that" feels effortless and comes with a good feeling of "I am doing the right thing here, everyone gets what is best for them".
Not sure if this kind of "experience dump" is helpful for you. I have some smaller notes I want to share with you as well.
- I like you full keyboard support! This is consequently done and just impressive. When using the right arrow to go through the inhabitants of the pub, though, the selectin moves in a zick-zack, I would expect it to go linear from left to right and then next line
- The itch full screen button is barely visible, and I tried to use your in-game modal button for full screen (the one that looks almost the same)
- The speed of the dialog text could be a little fatser (but maybe I am just a fast reader), I instantly used the "completion" space key every time
- In the dialogs, it was hard for me to relate to one of the 4 slimes, they look too equal, I think. Maybe each party member could get one outstanding feature, fitting their nature (like the grey beart for the old dude)
- The item transfer dialog could save some clicks (when right clicking an item with amount=1, it could be directly transfered, when choosing the transfer a mount "1/2 etc. this click could do the actual transfer without yet another click)
Hope this doesn't sound all too negative, I like your game overall. Just trying to give back here, as you helped me so much with improving my game.
Hi, so nice to see you again :-) And what a great feedback you gift me again!
By reading through all of it (many times ;-)) I think a better and more comprehensive Alamanc would be an efficient way to give you this amount of extra information which would allow to strategize and plan your run.
Some questions in that regard, if you don't mind:
- Have you tried using the Almanac in the past? (e.g. right click on your character shows the Furbuddy information again)
- I wonder if it is a good idea to add information about what resources can be found in which locations.
- I also struggle to decide if all item pages should be revealed right from the beginning (atm you have to first discover them, but I also had it the other way around in th past)
- Or maybe it should only reveal all the "hidden knowledge" like: When you cut down trees, there is a chance you get some straw wheet. or: As Furbuddy you won't eat meat directly (the item), but you can still use it in recipes and eat the cooked result (like stew). But you would have discovered that instantly with a Fireplace, which you unfortunately couldn't craft this time. It's a chain of bad luck, and yeah, it can happen.
I am basically conflicting between leaving it to the players to discover (which can feel pretty rewarding) or me/the game revealing it upfront (reducing the frustration, allowing more deliberate actions). It's a tough decision for me to make. There might be a sweet spot of adding some missing information, without revealing everything.
This being said, I will compile your feedback again, have already some improvements in mind for your other points. I like how you are able to spot and point at all these blank spots I as a dev can't see any more. This is of such great value!
A fine game you have here :-)
I have some feedback and suggestions for you, in no particular order.
- I like your multi-key support for all actions, it covers all my expectations (e.g. hitting Enter for dialog)
- Also the fastforward dialog option is great, surprisingly many jam games are missing these
- The background music fits very well, it reminds me of Slay the spire, that's a game I've played a lot and your games reminds me on that in general
- One suggestion that might save your filters or at least make them less needed for players like me:
- When I spread the loot amoungst my party, I had all members in the left panel present - to make it easy to drag the loot without switching tabs
- What you can do here: when hovering an item, the ideal recipients (based on their abilities and elements) could be highlighted, so I don't have to check the small icons all the time
- Talking about small icons: in battles I wished the enemies intention icons would have been bigger. I concentrated only on their numbers, as they are big and bright, and missed the other information completely
- The battle is straight forward, and easy to understand, also thanks to the trainers lesson
- Same goes for the other tutorial, explaining the what-is-what of the interface - I love these in-context explanations, good job on this one!
- Seeing all the loot being swiped up after a successful fight was really satisfying to watch
- I wish there would be a preview near the targeted opponent of how much damage an item is dealing, when hovering it
All in all a good game that hooked me up right away.
Oha, oha! What a thoughtful and extensive list of feedback! Thank you so much for taking your time, there is so much value in it.
After working quite a while on my game now, I am suffering from some severe developer blindness. Your fresh look is offering a lot of insights and eye openers to me. Will compile all your points and transfer them into a devlog and into my todo board.
I am in a constant struggle with myself to keep the interface as clean as possible on the one hand, while trying to transport as much information as possible. Finding the right balance is a really tough one, but I think there is still room for improvments, and you point at the right places.
Thanks again for expressing your thoughts and impressions in such a helpful way!
Your game gave me good memories - my very first jam game had a similar theme (https://bom222243.itch.io/colored) and it was so exciting back then to do a jam :-D
You idea is quite interesting, collecting the color is giving the world this color back, and is also activating enemies in that color. I struggled to understand how to defend against the enemies, as they follow you very closely, and I couldn't really see a tactic against them. In your tutorial video one can see a dash or something, but at least some control explenations would be helpful for such moves (same for the jump, only by luck I found it, and almost gave up right in the first level). I also haven't really understood the weapon, I happily picked it up, only to instantly get attacked by all monsters. Maybe I have to outrun these too, or is picking up the weapon just a bad idea? And if so, why?
A QOL feature would be to speed up the text, the german translation was pretty good, though.
That's a game for me :-) I love numbers and the mechanics of your puzzle come quite natural to me. I wonder if the concept could be boiled down to a smaller scale without loosing the difficulty. As for now, it is mostly about finding numbers with same divisors (the bigger the better) until you end up with primes are fairly small numbers. The end game needs some caution, to not run into dead ends. The real challenge I think are these big numbers and finding good pairs amoungst them. Just thinking out loud here, and now I got stuck with my thoughts :-D Will try the daily puzzle tomorrow again for sure!
Woah this is hard :-D I think my reflexes are not made for this type of game. I tried my best, but barely made it beyond the 10 sec. I like the graphics and the snappy controls, this is all very well crafted. Also as others say, the leaderboard is a great thing, even though I am miles away from any pole position ;-) The background music is nice, and if I wouldn't be so clumbsy I am sure this could be a hell lot of fun.
Here my impressions, feedback and ideas I had while playing your game (the install version):
- I like the atmosphere and the overall visual look
- Also the premise of your game is pretty nice, conquer a planet by building up defenses for your machines and houses, be cautious at night, roam freely during the day
- Also the "intro hall" is a good idea, I can instantly learn how to move and that I have to press E to interact with other objects
- Also liked the effort less switch between machins by using the scroll wheel, felt really good and "right"
- My tactic:
- let the drillers do their job, defend them with towers and one guard (he is pretty strong and can deal with oncoming enemies almost by its own)
- collected tropped materials with the guard
- when I depleted resource nodes, I moved on, until I had enough material to build the 10 houses - there were little incentives to build the houses earlier, as they provided no advantages (at least none I was aware of)
- Game lagged quite a lot during the night, even when I was in places where no enemies were present
- I got confused with the controls at times, mainly because there is this exclusive mix of "E" and "click" and numebrs, e. g. I can not interact with a resource node using "E" to mine it, I have to click it, but I can not click on a house to build it, I have to use the numbers, but I can click the "+" to build a new unit - you know, what I mean? I am the perfect candidate for such confusion - don't know, what's wrong with me :-D
All in all I like your game and what it can become. Apropos, will read your devlog now, haven't done this yet.
Played your game for a while (had to install the EXE, my browser crashed) and I like the action! Took me a moment to find the enemies and to learn how to lock the targets, but then it was quite fun to play.
Some feedback and questions:
- Is it possible to recharge your shield? There were small grey "thingies" dropped by killed enemies, but they were not collectable and my shield went weaker and weaker over time
- The second gun with the bigger circle made my viewport jump which was quite irritating, so I avoided using this weapon, your description says something about zooming on the enemy, but I found it kind of distracting
- The UI is a little small, there is so much space, I would go much bigger for e.g. the shield indicator
- The 3d graphics look good, especially your ship, also the particle effects / glow looks pretty good
- I am a little older, so I liked to play Desert Strike on my Sega back then, your game reminds me on that, might be a direction your game can go to (conquering certain areas with different kinds of threats)
Enjoyed playing your game. Keep it up!
Wow, what a great feedback :-) Thank you so so much for taking your time!
I will take notes and document them in my ToDo list. The "run away" is something that came up in the past, I will give it another thought. The "Move your character" buttons are shown when you choose the "touch controls" option - you can then touch and click them.
Yeah, visuals are all drawn by me, on paper first, then scanned - me loves drawing pictures :-D
Can't reproduce the bug, though :-( You mean the character stats at the top of the screen? Maybe have a screen shot for me?
Thanks again for your kind and encouraging words!
Hello CalamitysEchoes! Hope you are doing well. Put some efforts into 9 Dayz lately. Lot's of things got added, also thanks to your feedback. Are you interested in giving it another try, and tell me, what you think? I might be just too informed about the internals of the game, it's hard for me to see the game from an external point. I again think, game got easier now, due to the companion and the many recipes you can cook. But this might only be me, knowing all the tricks. What do you think? Here a screenshot from one of my playtests, always having my pockets full of good things starting from around day 3 or 4.

Hey! Nice game! For most games I struggle with understanding how to play them - not this one. The mechanic is dead-simple, even for slow-brainers like me :-D And I I even managed to win, yay!
I am so impressed by the fact that this game has been in development for only about a month! It already feels so polished and rewarding.
As for the questions, I can say that using keyboard feels really good and flawless. Also the movement speed from the beginning is well chosen, most games go too slow, but not this one. For the UI, I was a little irritated with the pre-selected "1 Player" Button. Offering such a select state often comes with a "Confirm", but here I had to "confirm" by clicking the selected button again.
As for the content I don't have any valuable feedback, I enjoyed the selection as it is. The only issue I had was visually distincting between collectables and enemies, when things got hairy. So it happened I was running into enemies while I was trying to collect dropped items.
Good job! Keep up the good work!
Can imagine this being a very mobile friendly game concept. I can second Sergeant Arcades suggestions. With a mouse cursor it is pretty hard to play, so upgrades in that direction would be great, if you target PC / mouse players. Some more suggestions/ideas: As the upgrades are collapsed, show somewhere in that corner if new upgrades became available (maybe as a number next to the "Upgrade" button, or next to the collected crumbs number. When clicking a cookie, some rewarding particle effects might also help raising the fun.
The twist you found has some good potential, wish you luck with developing it further.
I like hand-drawn paper-like games a lot. If you want to get more inspirations in such kind of games, maybe pushing yours a little further, I can recommend looking at https://savvybarbarian.itch.io/i-walk-the-line and https://stardice-games.itch.io/two-sides . I have a whole collection of such games, if you want to check out: https://itch.io/c/2002567/cardboard-paper-games
Even though I didn't fully understand the rules of that game, it felt so rewarding playing it. All these animations and the applause made my sheep ladies and me so proud! The coffee hazard was the absolute blast (I had the right tags for this one), I earned a truck load of money and the victory :-D
The art style is a little crazy, but it creates a very distinct overall look, so why not...
Hi RedRose, thanks for your kind words :-)
We created the game during a game jam, which limited the dev time to some few weeks, if I remember correctly. We had to take the Blue Dreams shop out of the game, because time ran out towards end of the jam.
As for similar games, I'd suggest to have a look at this category (we get a lot of traffic from there): https://itch.io/games/tag-detective.
This game in particular seems to be pretty popular amoungst our players: https://korbohned.itch.io/another-night-at-the-archive
Hi tsuneko, thank you so much for playing our game 🤗 Enjoyed watching your recording. Also the subs were quite helpful. Are the temple lanterns say "sushi"?! 😂 Took these signs straight from the internet without knowing what they really mean 😅 You did a great job in restoring the whole farm, thanks again for your lovely recording.
So happy you liked it 🤗 The two missing upgrades might just be a matter of the right position. You have to stand more to the left in both cases, as they are upgrades for the fence and the temple. The collision window is in the center of these two objects. Kingdom Two Crowns was a big inspiration indeed, the second one is this little gem here https://alexanderperrin.itch.io/short-trip But Rollercoaster coud definitly have served as one as well. Thanks for playing!
When you do not credit the creators of that platformer art pack, you raise the impression that all the art in this game is created by yourself. Doesn't matter if attribution is required, for jams where "graphics" is a rating category, this is an important note that shouldn't be missing. Btw, what about the music? Done by yourself? Or also 3rd party work?
When you do not credit the creators of that platformer art pack, you raise the impression that all the art in this game is created by yourself. Doesn't matter if attribution is required, for jams where "graphics" is a rating category, this is an important note that shouldn't be missing. Btw, what about the music? Done by yourself? Or also 3rd party work?
Very impressive for jam game! The pixel art, colors, lightning, animations are all excellent. Also the world is interesting and HUGE! I am not sure how far I made it, maybe 1/3 of the world? There was this vertical shaft with small thingies crawling up and down on both sides - didn't make it beyond that. I am playing with keyboard - I am not a good platform player, this hurdle was too big for me :-D
But I enjoyed every moment up until that point. Really good game!











































