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JadedPear

35
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62
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A member registered Jul 14, 2024 · View creator page →

Creator of

Recent community posts

I really wanted to give the cape its own physics and then layer the wind effects on top to add that extra bit of dynamism. I’ve definitely taken note of the mouse issue for the upcoming fixes. Thanks for playing and for the feedback!

Thank you! I really wanted floating and the sense of freedom to be the core of the experience.

Thank you! I spent a lot of time on the gravity system and the 'pickup' of the pieces to make that moment feel rewarding. I want improving the gems collection next to make it better, happy you enjoyed it!

Thank you so much! You hit the nail on the head: Gravity Rush was definitely one of the main inspirations for the movement system. I'm so glad it came through! I'm already thinking about how to expand the gravity mechanic, as there's definitely more potential to explore. Thanks again for the feedback and for playing!

Thanks!

Glad you enjoyed the concept! At the moment, the system gives you infinite time to travel, but I'm planning to add a stamina bar (or energy bar) to limit movement. I'm also thinking about adding unlockable upgrades that will allow you to stay in 'float mode' for longer. Thanks for the feedback!

Thank you for the feedback! I’m glad you enjoyed the gravity mechanics. You're right, I focused more on the mechanics and placed the gems to allow players to exploit the movement system. I'll certainly take your suggestions to better balance the gameplay and the art in future updates. Thanks for playing and for the 84 gems!

It was fun to play. Great Work!

Cool idea and beautiful art. Great work!

Lovely visuals paired with a clever, distinctive gameplay idea

Thanks a lot, happy you enjoyed it!

Thanks a lot for the feedback!

About the music: for some reason the web version lost the loop function, but the Windows build works correctly. I’ll fix it once the jam is over. For the cubes, yes i definitely need to speed up the approach and collection so it feels more responsive. As for the controls, the LMB click was added exactly to allow quicker gravity changes without switching to the “stop” mode, which can slow down the flow in some situations. but if you need to look around to understand where you are and where to go its helpful, the camera rotation with Q/E is mostly there to let you rotate the view in directions that wouldn’t be reachable past a certain angle. I want to replace this with a different system so those extra control won’t be needed anymore.

Really cool, the visuals feel great and it stays engaging all the way through. Great job!

Thanks a lot! happy you enjoyed the mechanics and the idea.

There’s definitely more polishing I want to do, but I’m glad it still felt like a good experience.

Happy you enjoyed it.

The controls take a moment, but once they “snap”, the game becomes much more playful.

Thanks for playing, and nice score on the second run!

About the movement: I actually tried to make the player rotate while falling so you could do cool curves and maybe even orbit things… but the result was cursed. The character would stick to walls with their face or whole body halfway inside the geometry, yet still walk around like nothing happened. Funny to look at, terrible to play.

So for now it’s straight lines only, but I’d love to bring back a cleaner version of that system in the future.

The mechanic is really fun and i like the art style and animations a lot!

The transition from the 3D to the 2D is interesting and adds a nice twist to the experience. It’s sad it ends so quickly!

Thank you! I know the controls need some polishing, and I’ll be working on that. Happy you enjoyed the gravity idea!

Thanks! I’m still refining the control scheme, so feedback like this really helps. Glad you enjoyed the mechanics!

Yeah, it takes a bit of trial and error to get familiar with the controls, but once you understand them you can basically fly around the whole area. I’ve also added a scarf that shows when the float state is active and always points toward the natural gravity direction, which makes orientation much easier to read. I still want to improve the float control a bit and make the transition between the old and new gravity direction smoother.

You need to be very precise when selecting an item and choosing where to put, which can feel a bit tricky at times. The sound and visuals are really good, though!

Nice puzzles with some really cool mechanics!

I really like the visuals, and the way the movement works actually reminded me of the game I made too, haha.

The sound feels a bit too loud overall, and at first it’s not immediately clear what the player is supposed to do

Very good pixel art and great weapon SFX. I don't like of the hurt sound at first I thought it was a reload or overheating effect, a mechanical with some bubbly damage sound would fit better, and adding a water‑level mechanic where each hit lowers the tank could make the save platform more meaningful, since it could also be used to refill the water.

I love the style, and the feedback is great. The only issue is that carrying one item at a time creates too much backtracking.

Thanks so much, I'm really glad you liked it! You're absolutely right: I'm already working on reducing the number of clicks needed to make the gameplay smoother. I'm also planning to introduce levels with varying difficulty, where the number of plants to manage and the amount of cultivable land, changes based on the challenge. So each round will offer a different rhythm and require more strategic thinking! And yes... there's still one missing mechanic that will change the gameplay dynamics a bit.

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Thanks, I'm really glad you enjoyed it. Yes, there's definitely lots of clicking—it's part of the charm, but I’m looking into ways to streamline things a bit. Really appreciate your feedback!

Thanks for the feedback and for playing! I’m really glad you enjoyed the game. You’re right—that part can feel a bit clunky. I’m already thinking of ways to make harvesting and replanting smoother, maybe with a one-click system like you suggested. I appreciate you pointing that out.

The Free mode is not available in the current version. It will be unlocked in version 0.6+, which I'm currently working on.

I didn't have time to add the interaction, so it's currently unavailable. As for the pubic hair color, it is assigned randomly without considering the girl's hair color, but in the next version, I want to make sure they match.

I'm glad to hear that you enjoyed the game, thank you for your feedback!

Sure, I was also thinking of adding special character who can appear as demon girl under specific circumstances

It can happen, but the file is safe. You need to go to your antivirus history and tell it that the file is safe and to restore it.

Hi, for move around you need to grab your character(the Blue one) with the mouse and release on top of the girl with the balloon, after that an interaction window will appear where you can move a hand to interact with the girl's body. The markers you see on the clothing allow you to remove them.

I will add in the next version a control panel before playing with all the control.

Thanks for the feedback