Aha!

A fine game you have here :-)
I have some feedback and suggestions for you, in no particular order.
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):
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:
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!
HI flavedo. Kingdom two crowns was a big inspiration indeed. And this simple, quite game here - just some back and forth and beautiful illustrations. https://alexanderperrin.itch.io/short-trip
Adding targets, goals, rewards, levels etc etc would make it more engaging, yes.
As a fan of Slay the Spire I enjoyed your game as well. I like that you integrated the choice and special places into the game itself, instead of switching screens. Had some hard times dragging the ammunition onto the enemy (somehow this process canceled more than often) but other than that I enjoyed playing it.
Missing a tutorial. There is a short intro saying what needs to be done, but not how to do it. My best attempt was:
My hope was, that "serving" a beer like this will make the drunken leave, but they just styed and more keep coming. There was no way to "throw" a beer with click, at least I couldn't figure out, how.