Really fun to see a 3D game in Godot! And really fun idea as well. Not to mention the werewolf is a total cutie and the little graphics in the background really make it. His bone :) (guy who is not going to get any surgeries done)... I will say I would have liked a little more responsiveness on the organs while pulling them out, I bet this would feel REALLY satisfying with a little tweaking. As it is I managed to get a few in but it was a quite unclear which organs should be removed and if I had them in my hands or not while pulling them out-- sometimes I'd come clean without it, sometimes it would stick.
j. lyell
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Makes sense! Additionally, I posted this comment when I was stuck on level 4-- after playing through to the flappy bird level (between the spikes), let me just say, hugely impressed on the level design on this game. I was smiling the whole way through. The way the dropped down lets you "ghost" previous attempts if you fall and don't die on the "go up/go left" level especially struck me with how well designed this is. How those ducklings got in the air, though, is anyone's guess.
Really big fan of the music loop, it was very cute. Cow premise was delightful. The "t" on the homescreen being whisked away filled me with whimsy. I will say the daytime gameplay was very slow, not a lot to do especially on early days, so a speed-up option would have been welcome. Additionally it was very unclear if raising happiness/love in any way increases grants? I would've assumed so but that totally could've been an assumption.
This game rules. The emergent depth here is great from just the one core idea, and the physics-based platforming feels really satisfying to get a hang of. Additionally, the sound is addictively adorable. (Quack.) Not to mention that naked sprite... really "quacks" me up. (EDIT: THERE WAS A RESET BUTTON.)
Huge scope, crazy you made all this! The creature designs are really lovely and distinct and I do love me some STS style pathing. Super big potential for some extremely broken stuff here with the cards, too, upon some balance. As for critique, the cards text cuts off and the cards themselves were quite small (maybe have it rise a little further/get larger on mouseover) and there could definitely be a little more attack responsiveness (stronger SFX, more movement from the attackers, etc.) but what a crazy strong foundation for something really fantastic.







