Oh, c'mon! Too funny. Too good. Too wonderfully well done. I love everything about this. Excellent job. I hope you win. I mean, now I have to go and play some others but now the bar is way too high.
jaogwal
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Played the browser version with a gamepad and headphones on a Mac running Chrome. Loved the experience, got a nice campfire going.
I'll suggest adding the manual as a separate download or maybe even as a link from the description. I downloaded the windows version to take a look at it and it does offer some useful insights that should be more readily available to browser users.
Also, I'd love to have a proper full screen mode. The way it's implemented right now still leaves the browser chrome visible.
I have a million questions but I'll catch you on discord.
Thanks for another great experience. Kudos.
Thank you so much for your kind and thoughtful comments.
The color mechanics you describe are very much in line with what I think is the next stage of development for this game. And the layout will be more like something between a mandala and a stained glass rose window. So... stay tuned :)
Thanks again.
Not sure what I'm missing. The character on the left quickly runs out of power (the flower bar on top?) and I have no way to make them move again. I just manage to push the first cube. Can't even reach the key if I make a run for it. Having to get out of fullscreen to reload the page for each restart is too much of a hassle if I'm expected to learn this by trial and error.
Really cute and fun. Loved it.
Some times I wanted to continue a conversation but my click got me out of it. Once I figured that's what was happening, I'd just retry and continue but at first I thought that was the end of the conversation and was quickly left without any new stuff to try. Just a quick rethink of how you handle user input while in dialogs will make this a lot more accessible.
Great work. Great game.
Made it to the end. Loved the experience. I confess I had already given up until I read the positive comments and decided to stick with it. The learning curve here is quite the wall. Especially since leaving the house is by far the hardest part.
Two interface issues. Not sure what the floating hands are supposed to add. They just look weird and I didn't get any info from them. Second, the game keeps prompting me to press LB to switch times. This is not only distracting and breaking the immersion but then if I do, the dark is always reset back to the beginning. Truly disheartening.
The environment itself is beautifully made and with a very clear and distinct style. The sound design could use a bit more polish but it sure gets the job done. The music is simply beautiful and touching. This is overall a great experience. I just hope enough people persevere to see it through.
Definitely worth another go. It is indeed a touching experience. Beautifully done. Once again, the music is brilliant and the concept is quite original and well used. Really solid work.
A different issue I had now that I could progress in the game was that as I accumulated more and more cards, I kept begin forced to widen the window to fit them all. It eventually opened a second row but by then the window was already so wide that the lines of text become too long and uncomfortable to read. Also, in the moments when the cards start disappearing, being on the second row meant that I couldn't see what cards were disappearing from the top row and that's an important part of the experience. My instinct is to suggest that you stack repeated cards but that would lessen the effect of their disappearance, I guess.
Beautiful art and music. The jump sound really breaks the atmosphere, though.
Controls are uncomfortable. Gamepad support would have been ideal but just adding a day/night key would be a major improvement. Switching from keyboard to mouse goes from uncomfortable to impossible once you need to switch in mid jump.
I'm including two screenshots. The same run on the same tab on the same computer. Just moving the window from the laptop screen (the one with the tiny text) to the desk monitor (the one with the not tiny text). The text rearranges itself when you move the window. This suggest the problem is in the dpi settings of the monitors. Nothing you can control on your end. That said, I work in Unity and it has some settings to make the text size determined in your choice of pixels, cm, points, screen size percentage, etc. Most of my games have little or no text so I haven't explored that to its fullest but I presume Godot will have something similar.
You can also see the intro text stuck in the screen. This happens when you hit space while it's displaying. Something I have read impatient people do but I wouldn't know anything about that XD.
Now that I have learned I can read your game in my other screen, I'll have another go at it. Yay.


I want to like this. The music is stellar and the concept is interesting but the game keeps freezing on me on different points, the initial quote gets stuck in the center of the screen while I play, and the text is really small and hard to read (smaller than this text). So I just couldn't get too far into it. I see from the reviews that the game is playable and good. Maybe just not happy to live in a browser window in Chrome on a Mac.
Again, loved the music and the idea.
Solid entry. I had a lot of fun playing. I wish I had realized from the start that just pressing A to climb was enough and I didn't have to hold it. And yeah, auto grab the wall when in the air would have been good. And some finessing the camera and animations. Put all minor details. The core game mechanics are good and the level design is good. Great job.
Co-op games seem like the way to go for the theme. At the same time, they can be an issue for a jam since many players won't have someone to play with. Bold call and well done. Playing it solo is doable so good job on that too.
Maybe tune down the camera autozoom. Especially when you use the portals, the changes can be a bit jarring.
Thanks so much for playing and for your feedack, both the encouragement and the critical analysis.
Right now there are no decisions for you to make as a player. The flowers are there with random appearance and no gameplay differences. And the skill requirements stop at aiming in the general direction. The hit zone is quite forgiving (huge).
This core system may end up branching into 2-3 very distinct games with proper mechanics that will require you to make decisions to steer the game progress in different directions. But until then, your assessment is quite right. Advancing to the next level is just a matter of touching enough flowers. After that, you can chase the other flier but if you don't, after a short while they chase you and you can't escape.
Now for the final twist: Believe it or not, this is mostly screen candy for an audio game. ;)








