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khel | खेल

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A member registered Mar 05, 2025 · View creator page →

Creator of

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thanks man! I'm glad I can help with that. 

A fast-paced, action-packed platformer, I had a great time playing this! Thank you for integrating the narrative onboarding, always helps to understand what to do. 

The x-x is the petal counter. 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. 
Thank you for the feedback!

The delayed input adds great depth to the experience. Great execution of the theme! gg

The art is incredible; it felt like I was playing a poster! 

Our games are targeting a similar experience, so I personally loved your game! gg. Hope you make more such interactions

A brilliantly executed (ignoring minor bugs) and polished game on a great idea; loved it! gg

You're a brilliant developer. I'm glad to understand the style of games you make, and I was happy to see your submission for this year as well. gg man, always excited to see what you make next. 

Such a fun game with mini-games! I loved the narrative. gg

There's a dog in the game that can play fetch and sit on command. I think that makes it the best game in this jam, just for that. Such a "ruff" story. gg 

This is GenZ's Fruit Ninja, and I'm all up for it! Please release this as a mobile game. I loved the narrative onboarding, and the art is perfect for this game. gg

good replayability and fun mechanics and choices for the dungeon. gg!

I loved this idea of creating a narrative game with minesweeper mechanics! I would definitely play more of this and the polish is great. gg

I liked the use of chess mechanics, including turn-based movement. I would love to see this fleshed out more!
gg 

Thank you so much for such a kind comment! 

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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! 

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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. 

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The UI icons are in the game, but there's a bug that makes them too small to see.
I am definitely turning this into a mobile version and releasing it soon! Please follow my itch to be updated when that happens if you'd like to download it later when it comes out.

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Petal History Button - 


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Replay Button - 

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! 

thank you so much! I'm happy to hear that you'd love to use it later as well.

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thank you so much! I'll be adding a lot more gameplay elements yet retain the core of the idea.

thank you so much! I'll be adding a lot more gameplay elements yet retain the core of the idea.

thank you so much! I'll be adding a lot more gameplay elements yet retain the core of the idea.

Great art style choice as it perfectly fits the mechanics and the rules of the game! Great execution on the theme and loved the splash screen art as well. GG

The audio and the animations add so much depth to the art and interactions! Especially the door opening/closing and the red that fills a room before detonating.  Great execution and idea, GG. 

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.

If I could pin this comment, I would. Thank you so much for the feedback, and you're probably the first person to even mention the choices number - petal counter and petal history replay man, I was so proud of it. 

YOOO, that rewind timing is so satisfying when I almost fell on the spikes, then the warp to the thing, and overall it's such a good effect. I loved the puzzle and level design, and the timing of it all. I would 100% buy and play this game! 

As a former poet, this is hands down my favourite comment, thank you for that!

Thank you so much! I wonder how you found this game, since you didn't submit a game to the jam. But again, thank you for the support, and yes, I shall update my studio page with a release post when I do release a mobile version soon!

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! 

We live in a world where capitalism has affected a mouse, RIP. 
Jokes aside, great game. I really enjoyed the concept and execution, would love to some powerups maybe 

The art is really good and the intensity is nicely captured throug the music. GG

haha the flower has spoken! 

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!

That's really helpful. Thank you for taking the time and attaching it here, man!

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The "Mission failed... successfully" hits hard at the end. The dialogues are not pretentious and are well-written. The 3d assets and the game feel are spot on. Great game bhai!