The cute rabbit drew me in! I had fun learning the different options. I did wish there was a more end point, but I liked some of the ways it connected to the jam theme. It really felt like time was passing differently!
immutableman
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Thanks! Part of our goal was to balance the "unexpected connections" theme with the game's difficulty. Given more time, I think it could work really well. One of the other posters pointed out that creating alternative recipes for each key element would help a lot... we did a bit of that, but I think even more would have gone a long way to make the difficulty closer to the intended feeling.
This is a super interesting idea for a strategy game. I was surprised at how much I liked the "wind" mechanic, and how it forced me to think about placement in a new way. I also loved the idea that the cats' communication with Morgan was delayed, and their day-to-day routine wasn't completely in sync with the "greater force" at play.
With a bit of UX polish, I could imagine playing this for hours! A few small suggestions... It was hard for me to know if a cat was currently selected. I also had trouble knowing if I could gather from a building or not. Also agree with some of the posters that a "starter" area of some kind would help. I wanted to explore the mechanics, but felt bad when that meant I lost a cat (or the run lol)
It was really rewarding to explore the mechanics, amazing work!
The character art and animation is great! I also loved the intro and environment art. Great job!
I had to give on beating even the first area--getting through some of the spikes was frustrating, as I struggled with the keyboard controls and the hit boxes. But the world drew me in to keep trying regardless, so kudos =)
Nice job connecting the story to the mechanics and theme. I definitely wanted to know more about what was going on and who the characters were. I didn't know they were Jungian archetypes until I read the other comments! Cool idea!
Bugs made it very difficult to clear the Doll stage, but I enjoyed what I was able to play.
Wow! There's a lot of game here! I keep feeling like I'm right on the edge of understanding how the pieces could fit together before something goes awry. I like the confusion mechanic both as a way to meet the theme but reduce the feeling that the game is purely about optimization. I love the "inventory" as a way to learn about the 'game pieces' were, how to get more of them, and how I might spend them.
Amazing work! You do a wonderful job of balancing the feeling of stress and need to reach a goal with a cozy aesthetic that makes me feel proud to succeed. The art and sound are a perfect match for the game. The gameplay is quite fun! Its quite impressive to make this in just a month! It reminds me a bit of Potionomics, I recommend checking that game out if you haven't seen it before.
I had a chance to share this with the author earlier, but wanted to put my thoughts out for others to see.
* I really like the writing style, I could feel the sense of "wait, what was I doing..?" really strong
* I liked the ending! it wasn't just "I did the thing! Good job me!" it was, "I made progress, which is good for today". I think that can be hard for me to keep in mind.
This is amazing! The laundry minigame felt especially great, it really felt like folding laundry in a fun way. The piano also seems super cool, but I'm terrible at it.
Such great polish, hit the theme dead on, a good story, told in a clever way. An uplifting reminder to focus on small steps, and then see how those can build up to give you momentum.
HOWEVER I wanted to doomscroll after I finally finished all my work *grin*
I didn't realize "interact" was different than "open door" T_T
I played more, but got stuck on the e-mail typing task. I got the entire e-mail "green", but I didn't see a way to send it. Maybe another UI interaction I misunderstood?
Overall, though, I'm very impressed with the ambition of the game! The bugs did make it a bit hard for me to enjoy, but it was great to see so much content.
This could be a full game! Great art/environment/effects, great concept, lots of great puzzles. I like the nod towards the theme, and appreciated how the early puzzles helped me understand the controls.
For me, the difficulty ramped up a bit too fast. Going straight from earning the dash into the spike room was a bit too much. I'm confident I could get it with practice, but needing to restart from the statue got a bit stressful after several attempts. Gave me Hollow Knight "White Palace" vibes, which really speaks volumes about how much potential is here! I hope you post a playthrough on so I can experience the entire game.
There's so much potential in this rewind mechanic! I didn't get good enough to really see how to really use/abuse it, but it felt like I should be able to really stretch my health or get more hits in with. The combat is excellent, and the art and combat are both solid. I enjoyed the enemy variety as well.
I like DoubleFrap's suggestion to make the rewind required in some way, though I don't know what that would be exactly. Maybe a puzzle-y thing like Braid, where you fall in a pit that's a bit too far to jump, then it teaches you both rewind and double jump and/or dash? Not sure.
This game hit the theme super strong. I definitely felt the conflict of what I wanted to do and what I should do, and often felt like I couldn't do what I should do. Love it!
The game did feel a bit claustrophobic. There was definitely a feeling of "I won! I got a job. Oh... wait." Felt real close to home, maybe even a bit too much so T_T If you decide to work on it more, even a little cutscene for the "walk" (maybe where you see some grass) would help humanize the experience a bit.
I wish drinking water were so incredibly OP in real life lol
The main character is just a little guy! Very cute, and the shadowy theme was a good fit. I am terrible at obbys, so I had my son play. He praised the physics and camera, but pointed out some jank in the climbing/geo. He also said the last checkpoint is a real difficulty spike, "but it's a obby so I understand." He also praised the audio and art, but was not a fan of the lighting. Neither of us saw the connection to the theme, but I liked the small humor in the dialog.
For others looking to play this game, it doesn't show correctly here on the submission page. You'll need to view the game page to get the correct link!
Thanks for sharing this story! It definitely brought back some good IF vibes for me, I haven't played one in a long time. It was a really good match for the theme, since I was often trying to make connections between what I wanted to do and what I felt capable of doing. Nice work!
Thank you for sharing your story. I can see what you might have been going for, and how you turned that into something smaller and manageable for the jam. I admit that I don't fully understand it, but I'm guessing that's because the idea you're wrestling with was intended for a much larger experience.
This is a fun idea. There's a lot of promise of the "freeze in air" mechanic, though I wish it had been explored more. I also enjoyed how I can optimize time, collection, or both. However, I think the environment art worked against the game. It was hard to see trash cans that blocked movement/enemies, and it took a while to be able to parse out tables as well. The character design is great! They really feel like a hybrid office worker/platformer, somehow!
Cool idea to blend damage and time remaining into one mechanic. It felt exciting to balance clearing the room quickly without losing "time" to damage. This felt like a great idea with a ton of room for exciting puzzles, combat and bosses!
I had a bit more trouble connecting the music/lute side with the rest of the combat. I wonder if it would be more clear if the game kept Morgan as the player for the music sections? Or if you leaned even harder into the "lute" aspect and dropped some of the dungeon trappings? Or maybe there's a connection that I didn't catch.
Cool idea to blend damage and time remaining into one mechanic. It felt exciting to balance clearing the room quickly without losing "time" to damage. This felt like a great idea with a ton of room for exciting puzzles, combat and bosses!
I had a bit more trouble connecting the music/lute side with the rest of the combat. I wonder if it would be more clear if the game kept Morgan as the player for the music sections? Or if you leaned even harder into the "lute" aspect and dropped some of the dungeon trappings? Or maybe there's a connection that I didn't catch.