Interesting idea, could have potential for expansion into a bigger game. Would have loved to see more content.
Lestavol
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Haha, thanks for playing! That would have been a very nice idea indeed, but then again since it's a collaborative project it could feel like players could be hearing one song much more often than others, which seems a bit unfair to our multiple composers so we just decided to shuffle them randomly as you play.
Very pretty game. I would have loved to have more satisfying sounds like for when you walk or pick stuffs out.
Having to precisely hover the items to be able to pick it up in a game where it's all about doing that exact activities repeatedly feels a bit too slow paced for me, would have liked to see the game a bit more streamlined.
Also I know you already addressed it on the game page but the high mouse sensitivity really killed me 😅
Nice game! This is indeed a strange place to find yourself in, and something I find resonant on a personal level.
I would have the same feedback on gameplay improvement ideas as others here, like ability to skip ahead dialogues, or more feedback in the UI like highlighting when hovered an interactable object etc. Because of the slow pace of the animations, sometimes I don't know if my click was registered or not.
I would also have liked to see a volume settings menu since I find some of the SFX feels a bit loud.
I enjoyed this game, even though I would say I'm kinda bad at bullet hells haha.
I like the theme and the overall straightforward gameplay. Personally, since I find that the most obvious way to play the game is to spam the attack button all the time, I found requiring clicking the mouse buttons continuously get tiring very fast. I would have loved to see the ability to just hold down the button and focus on the movement aspect.
Good job on your first game. I would have liked it a bit better if the main character was somewhat more proportionate to the environment.
The game mechanics were a bit unclear to me, aside from the box pushing. But even that I struggled at first to recognize what can or cannot be pushed. In the lava levels it seems there are additional mechanics where the box "suck"(?) the brown dirt(?) in but I'm not sure what triggers it or what's the supposed mechanics is. Would have loved some more tutorials/explanation.
The theming on this game is very well done. The visuals are fun, although it would have been nice to have a bit more animations and juice. The sounds are very on-theme as well, but I find it a bit tiring since you didn't apply any pitch shifting to them.
On the gameplay side, I would have to say it's a bit too tried-and-true. On in other words, I thought the cards themselves are too alike in games like Slay The Spire and doesn't offer much in terms of originality that differentiate your game from other deckbuilders, except for the theming. Although I understand that it is a game jam, and not always possible to come up with unique mechanics (or implement them in time), but I would be interested to see if you can apply some unique spin to the genre from your chosen settings.
I enjoyed it for what it is, although I thought it got a bit boring if you only tend to do the correct sorting. I wish there was some scores, time limit or something to unlock as rewards.
The content of the game is based on popular games or game franchises but I suspect if someone with completely no knowledge of gaming in general would be quite confused with this one, haha.
The screen can feel a little difficult to read, especially on the set resolution on the game page (I had to full screen the game to read it properly).
Nice, short and easy to play game. As a point-and-click game I actually quite enjoy the fact that the game is constantly kept going. A lot of adventure/point-n-click style games, especially in game jams, tend to drag on, but this one didn't, so well done!
It must not have been that easy to come up with all kind of puzzles in such a short time, and I enjoyed some more than the others.
Personally I think it would have been nicer to use all 3D models, or with somewhat more coherent arts, but that's a small nitpick.
Thank you for trying out the game and your patience in waiting. We have uploaded a build that fixes the bug. We would appreciate it if you'd like to try out the game again and let us know what you think of the new version 😊
Also very interesting to hear that somehow you got 100K junk at once, I haven't even gotten myself haha.
Very pretty visuals, especially the water level. Quite impressive for a jam game.
Unfortunately I did get stuck at the water level as well, not sure how to proceed after setting down the fish item.
The space felt pretty weird and dream-like, very on theme. I like the blocky fishes that swim weirdly haha.
Nice visual, audio is fun as well.
For this type of game, I think the speed at which the game operates is a little slow for my taste. There's also some small bugs like the characters doesn't respawn immediately after you possess another, so I thought you can only possess them once. I would have also like if the dialogue text could be fast forward or skip to full sentence when you click it.
The clockwork workshop expansion is fantastic, and it's exactly the sort of things I would need for my current project, thanks!
For suggestion, I would love to see some things like pet toys (like cat trees, cat toys etc.), pet supplies etc. And some more indoors plant decorations. But that's just because that's the kind of assets I would want for what I'm working on, would love to see if it will also benefits other people though :)
Hello! I'm an experienced Godot dev and jammer and our team is currently looking for some extra hands in doing 3D art.
I joined a tons of game jams last year, both solo and in teams. You can check out my games on my itch profile. Among my projects, Pigeon Pigeon and No Launch were rated highly in the jams they were submitted to.
This time I'll be working with people I've collaborated with before, but also with some new people. I have mostly made 2D games before but this time we are planning to try doing a 3D project. Another programmer member of our team has some more experience in 3D. We currently have 5 or 6 people doing the project. We already has other artists as well but we're looking for someone's more specialized in 3D art.
If you're interested, please dm me with your profile or portfolio and we can discuss further from there. My discord: Lestavol#5558
Thanks for your reply. A folder with just all the separate assets would be very useful.
Does that mean your license allows for using this asset pack to implement a character customizer in-game like I described? For a singleplayer-only game, and the character is not meant to be exported to be used outside of the game.
Your license does not explicitly mention this, I would appreciate it if you also update your license for future reference.
Hi! I’ve been eyeing this tool/asset pack for a while now.
I’m making a singleplayer game where it allows the player to customize their own character to be used as their own avatar in-game.
Does this tool allow for this use case? Reading over the description page and license, I’m assuming the answer would be no but I’m asking to making absolutely sure.
Heya! Thanks for replying to me.
Yeah I noticed it was expressed in points too, but I wasn't sure what that means. I just know text editors like Microsoft Words or Google Docs uses points, but game engines use pixels (I'm using Godot), so I assumed it was meant as pixels. As you can probably tell I'm not much of a font expert haha.
I tried out Yolk like you suggested and saw that the font is meant to be used in multiples of 16. I noticed most of your other fonts say set font size at 16 in Aseprite, so I assume it means all of your fonts, regardless of different cap height, are meant to be used with multiples of 16px sizes? Except for some larger fonts that are suggested to be set at 32px.












