Makes a lot of sense! Thx for the feedback
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I rlly liked the aesthethics of this game! The pixel art is very edible and the eyes were a very nice element. Also the mechanics were really interesting.
One thing that got me tho was distinguishing currencys. They all have cool designs, stilI don't know if it was skill issue or the fact they are very simple, but I just always had to double check what currency I was actually using or going to gain.
Makes sense! But I guess my critic was exactly about that, I wasn't saying the game needed to be more complex, rather the contrary. Made me wonder if you didn't have to program and think about so many small mechanics maybe there would be space for a single one that works really well in context. But this was just a nitpick of my part, you guys did an amazing job!
Hey! just rated your game heres what we cooked up -> https://faeorium.itch.io/nowhere-cuisine
There' s so many replies I can't believe your still rating haha. Just rated your game
Here's what we cooked up -> https://faeorium.itch.io/nowhere-cuisine
Liked the main character. Here's my game if you find some time -> https://faeorium.itch.io/nowhere-cuisine
Heyy thx for the feedback! Yeah the "q" bug is just a shame and the worst is I already know why it's happening. I think I was able to fix it at some point but maybe I lost it to github or changed something that made it appear again uhrrr. (also someone just had the same bug IRL in front of me 😀)
But glad you liked it nontheless!
Very well designed game you got here! My game is a cooking/exploring type of thing -> https://faeorium.itch.io/nowhere-cuisine
So many good things to talk about. I specially apreciated the game design behind this project. Every mechanic feels intentional, has good feedback and is neither overwhelming nor boring during gameplay.
Some feedback I think would really make this project shine would be to have a contruction of aesthetic and wordbuilding bleading into character design and obstacles. The art was very nice but also felt kinda of generic, specially with the main character. That's a big deal at least for me and kept me from taking a longer interest into the game, but then again this is mostly nitcpicking and the project is just awesome overall.
Hey shure! I think it was:
- Talk with mask guy
- Kill minion on right
- talk with mask guy
- kill minion on left
- talk with mask guy
- kill minion on top
- interact with door
So like maybe the door is programmed to open when you have killed all minions? So I interacted with the door wandering what it was even though I was planning to return to get the last dialogue
Nah that b circe is going to get it! I'm getting the hell out of death's realm.
Jokes aside this was one of my favs. I'm a sucker for this type of narrative game and there was so much creativity here. My only problem with it was that at the part where you start to know about bella with the masks guy I was just able to pass to the next room without getting the last dialogue. Maybe it was allowed because I had just killed the third minion (wich for me was the top one), but it felt kinda weird since at the start of the game you need to press yes to almost every action even though they are required to progress. So I didn't quite expect to just be able to pass to the next scene, also made me wonder if the different finals thing had something to do with not killing the minions (though I now know it's only acepting or not death's dialogue)
This was so cool! I loved the second disk style, the color, effects and writting just really hit the spot for me. Though I like horror I tend to get scared quite easily while playing alone so at the jumpscare parts or the ending I just kept picturing you taking those photos in your house and it felt a little sillier (I really hope it was your house). Helped me quite a lot to go trough it hehe
Rlly glad you liked it!
This is a question I was having a lot myself haha. I was a little afraid of calling it a roguelite because I wouldn't say it has much replayability during the gathering stage, but I guess it checks out most of it's elements. I've just been calling it a cooking exploration game up untill now (this type of game also someties get passed to simulation so I'm just never shure).
Also true about the colliders, it was our first time trying generative stuff on a top downish kinda view, so we were not so shure how to go about it!
Hey! Will play your game shortly!
If interested in my game. It's a cooking/exploration type of thing-> https://faeorium.itch.io/nowhere-cuisine
This was a fun one! Not typically my type of game so I was a little surprised I played it as much as I did. Big props to making the game intuitive and easy to manuver.
If i were to criticese something I would say that even though the art and aesthetics caught my attention I didn't find them as much as I wanted during the gameplay. I left the game still wanting to learn more about the world or see something else happening visually. But then again that's just the kinda of game that I specifically like, and also I didn't play untill the last level so maybe I missed something!
Nontheless you guys did a great job!
This was an interesting one! The thing I like the most was definetly the writting. Hearing about flatland having rules and trying to spot me in the maze was defintly weird and what made me keep on pushing trough the phases, it was just as nonsencial as a little poetic and I loved that.
I'm afraid I found some problems with the mechanics but since some comments seam to have already pointed it out I'll criticise another thing, visuals. The fact that this game was solo deved is amazing and for the ammount of content it has I can see why the visuals probably got put aside, but I belive that fighting for an aesthetic here could really up the experience. It doesn't have to be anything crazy, but if the visuals could also speak about the world they are on this would be peak! Is flatland a drawing? Or an abstract colorfull plane of existence? Or maybe they could just use some effects to get the game more juicy without going for a specific theme
(Obs: If visuals are not your thing, or you can't seam to find time for them try finding a partner! It's definetly a challenge to work with other people but I'm shure it's a nice alternative)
Did I just kill all my emotions and was left only with anxiety?? 😃
Anyways I rlly loved the style. Absolutly in love with clay like games since I played hylics and this just hit the spot. Here are some stuff I wrote while playing if interested!
- Ui mega cool, maybe a bit to big during gameplay.
- Didn't figure out the boss had a bigger arena (the black area) untill second time around (maybe was skill issue)
- Missing some metroidvania design elements, but think you guys already noticed since you pointed it out to backtrack on the game's page
- There's a chance is a little bit more difficult to deal single target damage to smaller characters (such as the love fellow) once the attacks get bigger since they get more spread out in a line.
- Effects don't show that clearly where the damage is going to land. Maybe add some more visual and sound feedback, such as the love fellows making some noise before attacking.
- Missed a secondary combat mechanic during the game. Such as a dash/projectile or a creative new equivalent.
- Buttom to skip dialogue is the same as attack buttom (at least in pc) so first time around I skipped a bunch of dialogue either by mistake or because I was already surrounded by ennemys
Overall just really nice game, also try building for webGl is easir for peolpe to play and sometimes results in more peolpe playing!
The stuff animals were so stylized so cool! This was a great job, but I have some feedback for the mechanics implemented.
The ammount of ways you could interact with itens semmed a bit forced. Having them be able to combine, interact with the world, display info and change into other itens all at "random" (with no in game indication or clear designed feedback) was a bit weird. I would argue that having many functional mechanics like that is only necessary if they are going to be important in the gameplay, but functionaly they mostly just did the same thing.
In their worst they are just kinda tricky and make it so that you need to explain how to use them (like the soda can) and at their best they are just kinda of obvious and take away from the puzzle aspect.
Heyy played your game! We got simillar stuff going on! https://faeorium.itch.io/nowhere-cuisine
Really interesting, the ambient was the winner for me here. It rlly looks like the game has pottential uppon adding some more mechanics around the gather stage!
My game is also this gather and craft for client style! Though we went for way different directions I find it nice to have found a a similar core loop
Heyy, thx for the feedback!!
Changing the gathering mini game depending on the scene or type of ingredient was one of our core mechanics that got scrapped to fit the time schedule. But I definetly see you, we had all types of ideas, having the bar spin around, going to different places on the screen, having to hit multiple spots (DBD style I guess) or just other mini games. Glad you enjoyed it nonetheless!
Hey MIN! Loved you guys game. Pretty shure one of your collegues played our game already! Still if you haven't and want to try out here it is -> https://faeorium.itch.io/nowhere-cuisine
Cool concept!!
Sapphira from nowhere cuisine says: " Okay so like I'm pretty shure I'm the best coconut seller of the universe!? wich like is kinda cool because my mom said I won't add up to much but like.. look at me now, I just did the emperor the biggest of favors and guess what? IT TASTES like coconut"







