thanks man! I'm glad I can help with that.
khel | खेल
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That's fair; I can see why it comes across that way. I intentionally removed things like scores, failure states and mastery because they got in the way of the experience I wanted to create.
Rather than helping you make the "best" decision like an app/tool would, the goal was to turn an ordinary choice into a playful ritual: picking your options, quietly rooting for one, building suspense with every petal, and seeing where the flower lands. It's less about solving a problem and more about creating a moment.
Thank you so much for the feedback!
Thank you so much!
There are 12 petals. If there are two decisions, you can see the petal counter showing a 6-6 split. Each petal has a predetermined choice, and when you reach the last petal, the decision is made based on that petal's preset choice. Petal History takes you through an action replay that shows the selection order and the predetermined choice, so you can see what it chose for each round.
The art is amazing, and the concept is so new and relatable to many people! Feedback: When a player is given more than three options for anything, it can lead to choice paralysis and make it difficult to make decisions, so consider fewer caterpilers. Also, are the different caterpillars influencing gameplay in didifferentays? The caterpilar needs the person to undestand the text first such as greasy or bubbles which might seem accesible . Still, itadds complexity through comprehension and as the food items are falling rapidly, it makes the player feel slightly overwhelmed to understand the caterpillars wants - find the correct item - grab it while its falling - drag and feed the right caterpillar that are nearby so an inaccurate input can create the mistake of feeding the wrong caterpilar. I feel like I simply understand the game a bit more and create challenges in places where it's universally accepted through skill and overall, loved the idea, execution and the artwork. Bonus - cutscenes really tied it all!
Excellent main menu music - felt like I was in a fancy lift. This is a great use and execution of the theme. One piece of feedback: I automatically assumed I had to kill the chickens rather than save them, and for some reason that felt better, played better, and was more fun to me! Overall GG, definitely should work on this more.
This game reminded me of Emily is Away!, which is a great thing cause that game had a huge impact on me when I played it. I'm glad you made this, even if most people might not see it as a "game." Lovely execution and story. Only feedback: This game is UI-heavy, and when it tries to imitate the UI of an existing social app, people expect certain functions or features to behave a certain way.
The box made me think of the "Thomas was alone" game! It could be a great source of inspiration. Nice puzzle and level design; love the choice of music- energetic but not the cliché kind. The modifiers seem to offer only negative changes; please add some positive rewards to balance them out. Overall, fun little game!
It is "he loves me, he loves me not" with a few changes, such as: we don't see the results until the last petal is plucked; the petals are preset and random, so it's not as easy as an alternate petal. The bee acts as a QTE, which, if you win, grants you an extra petal pluck; the UI needs to be bigger to show the petal counter for each option.
I set the stretch mode to canvas_items and the stretch aspect to keep, and the windowed size was 720 x 1280. I will check whether these or other settings were set incorrectly, but that is an issue.
Thank you for a great feedback though, it helps me a lot to understand the changes I will need to make!



