Quite fun, I learnt some of the recipes by heart and felt quite good about cooking them from memory. The art was nice and the game felt challenging and kept me on my toes. I lost! :D
McNelly
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Very well polished and a fascinating concept that works really well with the expansion theme. It felt educational, I really felt like a mushroom colony! I was hoping for something more akin to a gameplay loop near the surface but it was very satisfying to expand underground and watch more mushrooms pop up.
The gamefeel of this is so good, I love the movement, camera shake, particle effects, adn the graphics overall. It feels really polished and invokes curiosity about the world via its atmosphere and vibe and has a nice arcade feel to it.
I think the UI doesn't scale properly on all resolutions adn was very hard to read for me - it just popped up as way too small. I'm also not sure it had quite enough of a feeling of reward/challenge/objective to it to keep me feeling very engaged in what I was doing, but the gamefeel got me through that to the finish line. Thematically I don't see too much 'expansion', but in any case this was a really cool looking and feeling project that you did really good work on.
Argh, yes! I had such trouble getting the mouse position to register to the right tile on the grid, and expanding the window seemed to mess it up, so since I struggled to fix it I locked it in place as much as possible. but the blurriness is a shame, good to know that that's what might have fixed it.
This is so much fun, I played it three times. The music and rhythm feel really good. I think it could communicate a bit more clearly in general what is happening and what needs to be done, my first round, I had a hard time figuring out when to hit and where the popcorn pieces were really going. The signalling on the perfect zone I think could be a bit clearer but it feels great when you're in a flow!
Not sure it's very theme relevant, I didn't feel much like I was expanding anything, but I definitely had a great time with it.
Love this take on the theme, really original, a great autumnal concept. I enjoyed seeing my web grow slowly and adding bugs to the book. At first it was really confusing for me how to start building a web, I couldn't easily see when it would and wouldn't lock on, but I figured it out. It remained a bit difficult to understand how much web I had available to me, or what would make a more effective web.
After a while when I had quite a big net it felt like pure luck/chance to get the last bug, I ended up giving up before I got it because I don't think it ever showed. But this is really cute, I had a good time with it.
Really nice music, art and vibe. Soundeffects would have been nice, andunfortunately I couldn't quite work out what to do outside of planting the seeds - wasn't sure how to defend anything or what they were doing or how I got more of them over time. A bit more clarity would be great, the look and feel and concept are all going in a great direction!
The card art is really delightful and I think there is a lot of potential in this concept. It executes well on the theme. Unfortunately I had no idea the whole time what I was doing at all. I'm not sure leaves were recorded as a resource anywhere and I couldn't tell what any of the buildings did, or why I should build one over the other. The card art kept blocking my view of the town too so I just ended up spamming cards with no real idea of what anything was doing.
It looks like a cool base for a game to have created in a week and maybe you can expand on it and make the gameplay clearer, the cards and concept are really nice and the placement also seemed interesting to me!
I like this take on the theme, the art is great, and the flipping over effect is really satisfying.
I don't think I liked the game loop very much as it didn't feel inherently skill based to be rolling and then just clicking tiles, waiting again, getting unlucky, and waiting again. I knew I'd get the field cleared eventually but it was just going to take more time than I wanted it to. Maybe the gameplay is missing an element in there, but it's a really neat base and the bird flying away was charming!
I really love the visuals of this game, the graphics are really well done. I think it's quite easy to pick up too so it gets you right into the action.
I didn't see the biggest correlation to the theme but ultimately I do just like a farming game!I think a few tweaks might improve it a lot and make it a really pleasant game to spend a good bit of time on. Sound for actions would have helped a lot, and I felt that the upgrade screen tended to interrupt me - maybe this should happen more at the end of a wave or day rather than at level up. I also wasn't sure what the tools or different plants did.
This is a really cool concept, I think it executes on the theme really well. Sound WOULD go a really long way, I was misisng that a good bit, but this was cute and I enjoyed watching the expansion happen. It would be nice if the cursor indicated a bit more clearly where to shake on an object because that confused me for a long time at first, but once I figured it out the game was easy to pick up. I found it a bit difficult at first too to understand when an item was added to my inventory or when it was going to an animal.
The first squirrel darting out into the fog was really satisfying!
Thanks for playing! That's all very accurate feedback. I wanted to do more with the expansion theme but struggled to pull it together from the start, and I really struggled to get the global mouse position to accurately translate to a point in the grid T_T I'm glad it felt enjoyable in places though, I think that was all I was gonna manage for this one XD
This is such a cool interpretation of the song. The whole experience was so disorienting, I really love how it visualizes memories coming up as they please and being examined from different angles, familiar and unfamiliar at the same time. Noticed a few ways in which the lyrics were mirrored nicely by something in the house. I think this has a great emotional core.
Getting to the end of this was HARD WORK and I didn't fully understand the ending scene unfortunately. I desperately desperately wished there had been more check-points when I stood on safe even ground, because I'm not that good at platformers. It wasn't too DIFFICULT per say, I could do every segment, but having to then also learn the next one and redo something I struggled with made me very frustrated haha, but I preservered! ( i did try extra-jump mode which did help but really, more check-points would have made me happy to try the challenge.)
Other than that wow wow wow, in 9 DAYS?? Both gameplay modes play really well, the platformer especially is incredible, very engaging level-design and quite challenging. Visuals overall are great, the Onion not fitting into the visual design was really funny, the humour throughout in general carries it quite well and I enjoyed the hints of gravitas throughout even though I was a bit confused by the end so it didn't give me quite the payoff I'd expected. Everything is super juicy and responsive, this is amazing work (again.)
Clearly you do spectacular work all the time, hat off to you.
Amazing visuals, really good atmosphere, and I love the sense of space and progression the landscape achieves. It feels like there is a great variety of different areas that really feel like you're going on a journey, and walking up the hill at the end and getting up to the height of the stars looked and felt great (could have gone on even longer for me!)
The field of flowers! Stunning.
This is a lovely entry, though I'm not sure it does much with the metamorphosis theme. A few bits of feedback if you guys want to keep working on it:
- The flat visuals work great, but I don't think it serves the game that the character and interactable objects can blend completelt into the trees and ohter background elements. I understand that they're all on the same 'level' in terms of distance, but readability for the player to know what they can do is the most important when there are any platform or puzzle game mechanics going on. I'd recommend looking at that again and making the touchstones and boxes just a little lighter or darker than the player, and have the random background trees definitely not block sight of the player. It might be enough to introduce a bit of a gradient to them, a bit of a fog behind the player.
- pressing Z didn't feel super responsive at times, and I can't tell if it's because it genuinely took a while to work and react or because the game just doesn't sufficiently communicate when an action has taken place. If it's the latter, then a successful interaction should be accompanied by a bit more feedback, whether it's particle effects or a bigger animation. (again, having interactable objects be the same colour means I can't see if I've done anything when I'm standing on top of them.)
- moving a box down a slope was really hard - that doesn't work very well yet.
- I really liked the voice and the language, very peaceful and spiritual. I think storytelling wise, I didn't feel like the game had anything to offer until the very very end when the meaning of the journey becomes more clear.
Beautiful project!
This is as INCREDIBLE jam entry - what an amazing concept and execution. The mechanics go so much deeper than I'd have expected, with classes evolving twice in various combinations and so many status effects and attacks. Everything works very smoothly, and the feedback on every button and menu is just incredibly polished and feels so good.
The rogue-lite take on this works really well, I got really excited to do my upgrade combos and get new dice added. Every upgrade feels like it makes a genuine difference and I feel like I could make decisions and play specific build if I played again, and it's great to have that level of player strategizing.
I really hope you keep working on this, so I'll leave what feedback I have, though none of it detracts from the game to a degree that would make it any less than a winning contender for sure.
I'm sure a lot of this might be on your list to fix already if given a chance.
- There should be a way for dice to not land in the same position, as when they overlap they're hard to read and click.
- with the later classes, the dice are so dark that it becomes harder to see when they are already used up, or if they have an action I can take. I'd like a bit more readability on those, because it got a little frustrating to click around a bit aimlessly. I know there's icons for it too but the easier to read it at a glance, the better I think. Maybe you can highlight them in another way to clarify what is and isn't available to be activated.
- Because the mechanics ultimately repeat quite a bit, I think I'd like a way to skip through some of the steps a little bit quicker. For example, I'd like to skip to the next turn without being asked if I'm sure all the time. I'm also not sure that I love having to drag every self-applying effect onto my character when that's the only target for it (like heals, blocks). Maybe just activating them with a click could apply the effect, just to make it feel a bit quicker and smoother.
- I missed at first that the dice could be combined into new classes - I do think the tutorial explains this but I didn't quite get it, I wonder if there's a way to demonstrate this more clearly. I was very pleasantly surprised when I figured it out though.
- My game did _nearly_ crash a few times, I think this happened everytime a particle effect was loaded in, like the poison or fire. The screen froze for a while, and unfortuantely quite early on, so some people might click away at that point. I have this problem in my own games, and, just in case it's any help, I've recently learnt that it's worth having a resource that loads all the one-shot particle effects at game start, creates each of them once, and destroys them on finish, so that they're all fully initialized and don't have to load up when they're summoned in game. That might fix it!
Best of luck in the rating, wonderful entry.
I got as far as learning the dash, wanted to leave some feedback! This game has some great atmosphere and it fits the metamorphosis theme great. The menus and cutscenes are really impressive, and you guys have a great idea for making menus feel moody.
The lighting in the levels is great, and the colours work very well. Backgrounds are very good-looking the way they've been implemented.
If you ever plan to expand, or if this advise is helpful for another project, here are some points I think could be improved.
- The player is in desperate need of more feedback when attacking or double jumping - some particle effect or a more noticeable animation - even just using tweens to make some visual difference. Right now it's hard to see when you do anything and so the game doesn't feel very responsive.
- the life counter is right in the top left corner, out of my immediate peripheral vision, and there is nothing drawing my eye to it when I lose a life. As such, dying can come as a bit of a surprise because it's hard to keep my health in mind. Change this to an icon that visually draws attention when the player is hurt and move it a bit out of that corner so he player can see it more easily to improve that communication.
- I think you're going for someting cool with the narrative voice, I can see you really thought about theme and the yearning a metamorphosis can represent, the insufficiency, etc. The cutscenes and text-frames are cool. But they take ages, I can't move whilst the game is talking to me, and after the first time it got a bit frustrating. I also couldn't really see how I earnt a metamorphosis, it's not really connected to anything but running through a level. What about having the player collect 'information' on the enemy's evolution whenever you kill an enemy, filling up a bar or counter, so that when the player has cleared enemies in the level they are rewarded with a new skill as a sign of a deeper understanding? that way, there is a purpose to attacking these creatures that links directly to our evolution.
- I think the double jump could be a tad higher, it's not satisfying to have to stand at the very corner beneath a wall to just about scrape past the edge.
Nice work!
I quite like the skiing controls in this, once I figured out how to move properly it really had the flowiness of skiing. I think the game would be quite fun if you expanded on it. Right now, the experience is dampened a lot by the audio, both where it is implemented and where it's lacking. The gun shots get suddenly cut off and are quite loud, the music doesn't loop properly, and there is no other sound whilst skiing so it all feels a bit disconnected.
I'd love to see some particle effects especially when doing curves, and just a bit more to make the snow feel like snow you're skiing through!
Was quite fun to play!
This is a pretty fun and original idea! I was confused by how to build a fire at first, I think in some instances, previously correctly played items didn't become backgrounded and just kept being flung around too so it wasn't easy to understand that I was progressing. The mechanic isn't fun exactly, but I still felt engaged by it albeit with some frustration - it's fun that the game also pokes fun at this, I think the writing and characters were all quite amusing! I liked the art overall.
The game could be improved with a bit clearer visual indication of what needs to be done, and more sound effects and music to further communicate when something has successfully happened. Would have been nice to have a little ending to it, too!
The cold hand isn't easy to see on the snow backdrop so it would be good to distinguish that cursor visually a bit more clearly.
Nice idea and a good direction for the pixel art, though as others have said it doesn't look quite right when the pixels are all different sizes, the game art doesn't end up looking very consistent though every individual piece is well-designed. The music was also nice and the game could be really fun! I think the freeze mechanic works well here!
I couldn't really play the game however because the tutorial dialogue would constantly fire up on restart whilst enemies could already come and interfere with me and the timer already went down.This happened so quickly that I could never even really figure out how to deliver gifts at all. I did have a score of one but it didn't show in the end-game screen.
Nice bossfight design, I enjoyed how the theme was employed and the art, especially in greyscale, works really well. The controls felt a bit clunky to me, I found the dash very hard to utilize well and would have liked to feel a bit more feedback on some of the player's movements.
I wasn't clear either how the altar should be charged up initially so it took me a good while to even get the game started. A bit more tutorialization or just sound and animation to indicate when something has happened would elevate it a lot!
Nice graphics and fairly satsifying combat, the audio design and effects around the coin explosion felt good and the health bars also felt nice and responsive! Would have been more engaging for me with more going on and the ability to shoot in multiple directions but I get that that isn't the game type you're going for.
I think I ran into a bug after collecting my first power up and pressing pause. When I closed the pause menu again, the screen would no longer move up and so I couldn't continue.
I didn't get far in this game because I immediately got trapped between a tree and a monster and couldn't do anything anymore haha XD I think the game is still a bit buggy in places which detracts from the experience.
From what I have seen though I think it's a cool concept, I really enjoy the vibe and worldbuilding and the music. When I first started it up I thought our mate there was an enemy, an I think it's really cool to explore a more unique species in this setting. The audio went really nicely with it.
The controls and UI just felt a bit janky overall. I don't think the freeze icon fits with the pixel art, and the text was so large on screen that reading it in a pixel font was incredibly difficult and draining. Attacking stops all movement, which also feels a bit unintuitive.
I think the idea is great though, it would be great to see it more polished up!
Digging out people was pretty fun, and I generally like the concept! But it would have been nice to have a clearer idea of where to navigate, by having some descriptions of where people got lost, some waymarkers to go by, a compass, or any other navigational tool that also lets you find your way back.
I also wish there was an indication of how close to freezing I am at any point, so I could plan better around when I'd have to return. I don't think being near the fire really reset anything visually, I still had a snowpile on my head!
With some quality of life tweaks I think this would be a neat little game!
Interesting project! I think the art direction and design overall are really cool, it felt cohesive, and the audio design was good. I enjoyed playing around with it for a while but I would have needed more of a goal or reward to keep at it for longer.
The freezing feels pretty satisfying, though I think I was mostly just button mashing a bit aimlessly and that felt at times like a lot of work. Agree with other's feedback that some sort of auto-attack would have been nice so that the whole game could get quicker and more frantic and I could really feel more powerful.





