Glad the variety of summons is a highlight :) I wish we added more UI to show the status effects, buffs, summon "quality". There's a lot there under the hood, @Uvecrep made soooooo much mechanical depth here. And glad you enjoyed throwing the boxes! That's something I'm watching for in comments.
Yeah, the teaching of the tree mechanics are a pain point. Our band aid was to try to be really explicit about it plaintext (tutorial and bestiary for the forest lootbox). But It definitely could have done without that if I had some time to put into the tree UI, mechanics. The harvest distance is a good observations...
Thanks for playing!
Kahshmick
Creator of
Recent community posts
We had some similar feedback with early losses. Getting past that early curve makes the game easier (folks have gotten to day 10, but usually that requires enough guys that the game starts to lag a fair bit).
The "thrown lootboxes bonk" is a good one haha, the throwables system had a lot more potential for planned items and effects, but ended up not being my focus. I'm glad the UI for throwing felt good enough, that was a pain point early on.
Glad you liked the combat and status effects, @Uvecrep did a great job making a ridiculous variety of units.
Very fair, we had a similar moment near the end of dev with the tree planting haha. The plaintext tutorial was our band aid on that problem, but glad you got the hang of it!
Good to know you found the video slow paced - our first draft was actually slower haha. It was @Uvecrep's first time with Davinci, we managed to inject some of the shortform-y meme energy at least.
Played through this and had some thoughts!
- We assumed that moves are mandatory, but seems ambiguous. Created some interesting situations at the end game where you didn't want to move a walker but had to.
- Flatdog squishing mechanics seemed pretty unclear, and we ended up going with "If piece is in-between flatdog and something else it gets squished". Could be nice to have some pictures to get the idea across as we kept running into corner cases
We also had a last minute upset that involved hopping in between flatdogs for the win. Feels like this has a lot of depth to the strategy that we haven't even touched on :)
Played it, and had a blast! I think the strongest aspects of this game are how frogs get blown around the screen when shot, and the political part of placing tiles at the beginning. Created a lot of *teleports behind you* moments. The launch mechanic is also great in its "all in" randomness. Some critique would be that after playing though we all learned to adopt pretty defensive and inactive strategies, and when enough frogs died we had a game grind to a halt when the two ghosts would strategize where get the most "boos" on living players. Overall, it's very stylish and a cool deathmatch style game! There seems to be plenty of room for mods, and if I were to change anything I'd try to make more incentive to cause climactic battles, maybe a way to heal if you dealt damage or got the fly?
The cutscene and the random walking/eating/pooping must have been interesting and a little arduous to code. It'd be cool to see the idea expanded upon with more stages of pet growth or mechanics. I also just switched back to the tab and realized how you have to clean up the body with the toilet icon, I love it haha
Good thematic fit with block pushing gameplay. The later levels where you were timed was when the puzzles really clicked for me, since it becomes more about which items to prioritize than how to push them around. The last level in particular made me double take a couple times which I liked, but also made me realize many of the previous levels could use some more difficulty perhaps? The bar is awesome with how flexible it is as well, coding those is a bit of a nightmare and it's introduced right when the player is starting to get a hold of the rest of the mechanics, I think it's redundant to say I'm a fan.
The narrative structure is really what glues these puzzles together. It makes the shortness of some of the levels intentional for story pacing, and the introduction of new mechanics relevant in more than a gameplay sense. If anything I think you can take this farther to teach mechanics through what one might expect from reading the intro dialogue (You do a little of that already, this isn't a criticism more of a supplementary idea). The only issue I ran into is that I couldn't tell which enemies would run after the buddy or only run after me, I think they had the same sprite. That only was an issue in one level though. Great tiny game!










