Спасибо, сударь! Кто только мне не пенял уже за этот нейроарт, нужно будет отказаться от этого в будущем. Вам тоже удачи, ваша игра получилось прелестной
Letich
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Thank you for your feedback, and I completely understand your feelings about AI art.
The thing is, this is truly my first game and my first jam, and I was afraid I might not be able to finish it at all or even make it properly functional. Because of that, I did not want to bring other people into a fairly large amount of work while there was still a real chance that I would fail to handle my own part of the project: the code, the story, the music, and so on.
In the future, I will look for artists, because now I understand that making a reasonably functional game is something I can actually manage.
Thank you for your feedback. I understand your ideas regarding physics and sound effects. During the jam, I chose not to go in that direction because I was worried that mechanics like that could end up taking a catastrophic amount of time, especially since I do not have much programming experience. So for the jam, I decided to simplify things as much as possible, in order not to fail by spending too much time on secondary mechanics.
The game feels pleasant and cohesive, with nice animation, appealing art, and good sound. I also enjoyed the ending. From the perspective of modern game design, it is hard to call this a game in the mechanical sense, since there is not much here beyond moving and eating, but I do not think it really needs anything more.
Thank you for the feedback, I really appreciate it.
The art was actually AI-generated, haha. I cannot draw at all myself. I also decided not to look for an artist, because this is my first project, and I was worried that I might not be able to carry my own part of the work through to the end: the code and the writing. I did not want to risk wasting someone else’s time if the project ended up going nowhere. I did get a bit of help with the menu and a few visual elements, though.
And thank you for the kind words about the writing. To be honest, I ended up spending a huge amount of time on coding, so there was much less time left for the story than I would have liked. Even that part still feels undercooked to me. I am planning to keep working on both the visuals and the story.
Yes, the game works now.
And I still stand by what I said: the visual style is stunning. It is probably the best art direction I have seen in this jam so far, and by this point I have already played and commented on more than forty games. The assets look incredibly stylish, the background is beautiful, the water animation is excellent, and the lily pads and swamp creatures are all designed with so much charm and confidence that it is hard to put into words. Most importantly, all of it works together visually and creates an unusually strong sensory impression.
As for the gameplay, the idea of turning the first stage of Spore into a swamp setting is a very good one, but I think the balance and the gameplay loop need more work. A large portion of the time, especially early on, is spent simply swimming around without much happening, searching for food and only occasionally running into either enemies or something useful to collect, and that can become a bit tiring.
It is also not very clear what the abilities actually do when you level up. The descriptions are quite brief, but how exactly you are supposed to use them, and what their concrete effect will be, remains unclear. I would add at least some light onboarding for everything that goes beyond basic movement and swimming.
But once again: the visual style here is genuinely exceptional.
The game is interesting and very stylish. The first thing I want to highlight is the way it presents its story. Instead of the usual jam-game approach: a small text box with a few lines of lore, or no introduction at all, it opens with something much more atmospheric and engaging. That immediately gives the project a stronger identity, and I really appreciated that.
I am not personally a big fan of this kind of game, so I cannot say much about the gameplay in a very technical sense. The idea itself looks interesting, and while it did not quite draw me in on a personal level, I am sure there are plenty of players who would enjoy something like this.
The game looks cute and it does reflect the theme. If you want to improve it further, the main areas I would recommend focusing on are animation and the way collisions between the character and objects are handled. The animations feel too jerky at the moment, and the collision handling often produces visible visual glitches.
The visual style has a playful minimalist charm, but I would work on that as well: many of the models still feel rather rough, like plain single-color geometric shapes without much refinement. The main character, however, is quite cute and appealing.
It would also be worth revisiting the soundtrack, since right now it feels too repetitive. Overall, though, I can absolutely see this becoming a charming little adventure if the technical issues are resolved and the visual and audio direction are brought into a more unified style. With that kind of polish, it could turn into a genuinely enjoyable game.
The project feels genuinely interesting at the level of its core mechanic: there is something fresh, intriguing, and immediately attention-grabbing about it. Even at a glance, it gives the sense that the central idea is not just functional, but built around a strong and unusual hook, the kind that naturally makes you want to spend more time with it and see how far it can be taken.
A solid concept, a solid visual style, and a clear implementation. What I like about this game is that it is understandable. I always know what the rules are: they are explained very well right at the beginning, and there are no bugs or similar issues getting in the way. The game may be simple, but it feels cohesive, which to me is one of the most important qualities for a game in general, and especially for a jam game.The only thing I was unsure about is this: am I right in understanding that there is no AI opponent, and the game can only be played with two human players? If so, that is definitely a drawback, unless I simply missed something.
In terms of further development, I would think about giving the player a clearer sense of the probability of drawing certain cards, possibly expanding how the cards work, adding special traits or battlefield variety, and introducing different card types. And of course, an AI opponent would be a very important addition. It feels like this could grow into a genuinely solid puzzle or competitive game.
This is not quite a game in the traditional sense, but rather a lightly interactive film. Still, it is very atmospheric and interesting. I would move the main button from the lower-left corner to a more obvious place and make its function clearer: both what it does and the fact that you are supposed to press it after writing a message.
The best part of the game is definitely the assets and animations: the flowers and their different states look very pleasing. Unfortunately, I cannot say the same about the gameplay. As far as I understood, all you really do is click on the soil to make it wet. I would consider rethinking the whole concept from the ground up, while keeping these strong animations as the foundation.
Honestly, I did not understand anything. The game really needs at least some kind of explanation of what is happening.
At first, I kept falling endlessly off the platform. Then the platform started changing, and some lines began appearing on it, which actually looked quite stylish. After that it turned green, and I was still falling and falling. Then the camera suddenly zoomed out, and I was launched somewhere into the stratosphere. If this was intended as some kind of social experiment on my mind, then fair enough: that is a pretty great result.
The description also puts special emphasis on the music, which I did not fully understand either. Yes, the drums sound good, but the loop is stitched together quite awkwardly: you can clearly hear the seam, and that takes away some of the enjoyment.
Overall, I got a very strange, slightly unhinged kind of pleasure from it.
Pleasant art, and overall the game is interesting. It made me think a bit: something like Wordle, but more demanding. I am not sure there is an optimal strategy that guarantees a solution within five attempts, which is good in one sense and not so good in another. I also was not especially convinced by the way the theme is used: it feels more nominal than meaningful, though to be fair, I did something fairly similar in my own game.
The game feels good to play, and the sword swing animations and enemy death effects give the action a satisfying sense of impact. It comes across as a kind of Vampire Survivors with manual control.
If I were the developer, I would think about how to deepen the combat mechanics, make the enemies more interesting, and define more clearly what the game is supposed to become on a larger level.
There is also the same issue I have seen more than once in this jam: the difficulty curve is too abrupt. Almost from the very first seconds, the number of enemies already becomes overwhelming.
I think purely negative cards feel somewhat pointless, not because they are too difficult, but because there is simply no real reason for the player to choose them. A more effective solution, in my opinion, would be to design cards that offer a meaningful benefit in one area while also introducing a downside somewhere else. That creates actual decision-making space for the player: is the bonus worth accepting the drawback or not.
In that kind of system, negative effects become much more interesting, because they are part of a trade-off rather than just a punishment.
And yes, I would be very happy to follow future updates if you decide to keep working on the gam
The concept and the way the theme is explored are excellent. It feels like a bullet hell on a grid, with a standard movement range per turn, and that combination comes across as fresh. Visually, it is also quite appealing.
I think the main area to work on is balance: enemy behavior and the difficulty curve in particular. Right now, it feels a bit too hardcore.
A very solid puzzle game. It feels well made and genuinely interesting. What I especially liked was the real-time element inside what at first seems to be a turn-based game: some red blocks chase you, some panels blink between red and green. If you will allow the comparison, it feels like a subtle homage to Clair Obscur: Expedition 33.
The main thing I would work on is the sound design. The bird makes that high, sharp sound with every step: at first it feels cute, but by the third level it starts to make you want to mute the game. The other sounds could also be made a bit richer and more satisfying.
Overall, it is very charming and pleasant to play.
Unfortunately, only the main menu loaded for me, and the game kept crashing after that, so I was not able to actually play it. Still, that main menu looks incredibly stylish. It deserves praise on its own.
I am not sure whether I was the only one who ran into these crashes and launch issues, but I would recommend testing the build on different devices.
As others have already pointed out here: your art is wonderful. I do not want to give unsolicited advice, so please take this simply as a friendly thought, but I would genuinely love to see artwork of this quality in something larger than a very simple visual novel.
I do not know whether you want to grow more as a game designer or as a programmer, but if I may gently suggest it: it could be worth finding a team that really values your talent, so you can focus mainly on the art and leave some of the other work to others. If, as you mentioned, you made these illustrations in less than two days, that is seriously impressive and very valuable.
Yes, the main idea is not new, but it still works here, and it has been implemented correctly on a technical level, which is already a good foundation. I think most of us would agree that the game is too short and does not offer much challenge.
What seems worth exploring now is what kind of puzzle design can be built around this mechanic that is already in place: how it can be used beyond a linear level structure, how it can become part of logic and reasoning, and how the player can be meaningfully challenged. To me, these are exactly the questions the developer should ask if they want to keep developing the game.
The art in this game is genuinely lovely. I have always envied people who can draw like that. I really liked both the way the theme was interpreted and the main mechanic.
If I were the developer, I would push this further into a more involved puzzle game: one where you have to memorize specific facts, and then, under time pressure, answer not general questions but questions based on those in-game facts in the same true-or-false format, while also keeping in mind that sometimes you are supposed to answer falsely. I think that could turn it into a genuinely deep and engaging mental challenge.
In its current form, the game’s main strengths are clear: a distinctive and genuinely excellent art style, no noticeable bugs, a core mechanic that works well, and a strong interpretation of the theme.
I did not really understand how the game relates to the jam theme, or why I had to download it through Google Play. It gave me the impression that it might not have been made specifically for the jam, though I could be mistaken.
As for the game itself: it works, the core idea is clear, and the mechanics function as intended. I am not really sure what else to add.
The art, animation, and sound in this game are incredibly pleasant, especially considering how simple they are. It is hard to describe exactly: everything feels stylish, carefully made, and guided by a real sense of taste. I got a surprisingly strong aesthetic enjoyment from it. It is even a little unusual that, with such appealing visuals, the game uses standard fonts and such a understated main menu, though that is a minor detail.
The main area I would highlight for improvement is the difficulty curve. In games like Vampire Survivors, difficulty usually ramps up gradually and gives the player time to settle in before the game starts putting real pressure on them. That is one of the principles that makes Vampire Survivors such an effective time-killer. Here, by contrast, things escalate almost immediately: by the second wave, the number of enemies already feels overwhelming, and it becomes too hard to fight them off, especially since by that point you have only picked up one or two upgrades, and those may not even be useful.
The theme is clearly represented, and overall the game leaves a positive impression
This turned out to be a pretty delightfully janky turn-based strategy game in the spirit of Heroes of Might and Magic. Mechanically, everything works, the theme comes through clearly, and the mushroom fighters are a great idea. I would probably change the camera angle and place it more like in Heroes V, for example, because right now it does not feel especially comfortable.
To me, the game’s biggest strength is this wonderfully chaotic style: mushroom warriors, skeletons, and all the other odd creatures. I would refine the gameplay a bit: improve the camera, add abilities, introduce more varied enemies and battlefield elements. The main focus, though, should really stay on that strange and charming mushroom madness lore. Overall, it is a fun little game.
