Had a fun time with this, albeit mildly creeped out by the backing track haha
Here's my garden:
MeowMia
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Thanks for playing! In a post-jam build I will add some sort of animation and visual indicator for when you gain/lose a resource based on your decision. This does exist somewhat for population and food gains/losses, but definitely needed for the decisions too!
One thing to note is that changes in population are reflected in the village itself, such as number of villagers running around and their houses. Unfortunately no other metric affects that visual currently!
This may be one of the best games I've played all Jam! I loved the art, the story, the mechanics, everything! Normally I'm left with a feeling of "this game would be great, if only they did [STUFF]" but I genuinely cannot come up with a criticism. You guys did an incredible job and incorporated the theme beautifully!
Had the same issue most had, where it just froze on the web build. I was ready to move on, but realised you had a download build and decided to give it a go. I'm pretty happy that I did, because the game is really cool!
Hopefully you're able to work on that freezing issue later so people like me don't move on too quickly!
Gonna repeat a criticism from a lot of the other comments, but if you miss, the game should basically end right there. I attempted to snipe a guy a long ways away, but I suppose it hadn't fully loaded in (or I'm a bad shot) and I missed. Couldn't figure out what to do from there other than restart manually.
Still, issues aside, for a two day project and a first attempt at 3D, this was a good go, and I hope you keep making games!
This game was really cool, although it would have been improved through a tutorial (the how to play screen wasn't enough for me to easily understand each character). Anyways, cool concept and I loved the character arts! (I think I remember seeing early work of this in a channel on the discord during the jam!)
Scaling for the screens were a bit broken (another commenter thought it was just them, but I had this issue too), and, although you warned about the lag in the game description, it still made too much of a difference for me to enjoy the game the way you may have intended it. From what I was able to play, I think this is a cool concept, scaring characters with fireworks. It is very arcade-like and I would like to come back to this once the main bugs have been fixed!
Scaling issue screenshot: 
I got confused with the ammo, wondering why I was running out so quickly and had no way to reload. I never made it particularly far, but I got to see the cool screen perspective change which made me quite excited. I assume I am supposed to actually conserve my bullets instead?
Either way, I had fun, so good job!
Thanks for playing and going for two endings! The issue with accidentally clicking choices is a common one, and I'll address it in the post-jam build. The game was intended to ramp up, but, as you said, there's only so much you can do in four days! I just hope this build showed the core mechanics you might see in an expanded version
Thanks for playing! It's great that you did multiple playthroughs, I really appreciate that! The final choice is an act of temptation, gain "clues" which, during the game, actively make the experience worse (or more interesting if you'd like to look at it that way), or you can do nothing. Doing nothing is always seen as a boring option for players, but it's the ideal choice for your village here! I'd like to revisit the way I handle this ending in a post-jam build to make my intentions clearer, for example changing clues to a negative where they've been advertised as a positive throughout, or giving an animation of sorts depending on the choice.
Anyways, I'm rambling, thanks for playing!
Oh my god thank you so much for making a video and giving such great feedback! I'll take a lot of this into consideration for my post-jam build, especially that full screen issue (I never played in full screen and honestly forgot to test it haha). It was fun seeing how you reacted to the choices and the endings! Again, thank you for playing!
As with other commenters, I think the default text speed is a bit too slow, and being told to speed it up with spacebar would have helped this (I pressed spacebar, but I assumed it would skip to the end of that line). Despite that, lovely narrative and I'm curious to see how many different endings there are!
Thanks for playing! Yeah the clues are indeed part of the Noia ending. Players always think there's a mystery to be solved and will seek it out to their own detriment, which, in this case, means you doom your village and go insane continuing to search for clues...
Your score is actually really good for that ending! Clues apply a score penalty so you'd actually expect a much lower score here. Good job!





