Nice little project! I like the idea
MrRan
Creator of
Recent community posts
Super well put together game! Everything worked smooth and all the attention to detail really shined through. I had blast frantically throwing all my potions into the pot at the end of day 2 when I realized that's what the solution was in the last seconds lolol
I really liked the gradual introduction to the mechanics (transitioning into GOOO mode at the end of day 3 haha) and I thin the polish level is really high! Adding a remove all ingredients button would've been a nice addition as there were a few times where I was like "this is all wrong" and had to spend some time quickly clicking off everything. Once I realized that the ingredients were all organized and how to better read the chart at a glance, the game hooked me (the first 'star' pattern with 4 things maxed and the others at 0 was the puzzle where it clicked that everything was in order with the different stats, seeing them all clicked in with the reducers). Only other thing was how difficult it was to read the dialogue. I liked finishing my potion, checking if I had time, then reading it, but I def missed a ton bc I didn't have enough time lol
P.S. I did it first try! Was hooked all the way through, amazing job!!

Loved this! Very cute graphics and fun gameplay loop. It almost reminded me of Kirby Air Riders with the frantic race to build up your stats lol
I think that the mechanic of chasing down the frogs of the correct color for you build was a lot of fun! If there were super rare and fast frogs that added crazy mechanics (chain lightning, explosive potions, lingering roots, etc.) that could add a fun spice. Or maybe having some reward from surviving the night? Either way, I feel like the core loop is solid, the art is stellar, and with some polish + juice it could really be addictive.
P.S. I did it! The last wave was tough to balance blasting the frog and the oncoming enemies, but in the end I got it done :)

Great game! Lots of systems that felt deep and a really fun style! Loved the music and the sounds (did you record your voices for them all?? lmao)
I think the biggest note I have for this is how overwhelming it is at first. I'm sure you're already aware, but the huge text walls at the start are hard to process and remember (particularly for my tiny brain) so if you guys decide to continue working on this, I would say first thing is making a smoother on boarding process. Reveal things as you need to use them and not all at once (like with the gambling den and spy). Tell me how to mix a potion, then show me the essence system when I go to brew my second potion. Don't tell me about the apothecary until I leave the brew scene. Walk me through the refining once I buy my first material. etc. etc.
Other than that, I would say maybe decluttering the ui a little to make it more readable (gambling den was hardest to read at a glance), but I know the style of the game leans into it a bit, though I still think it would be nice to have less to process all at once haha
But for real I loved it! Seeing the different effects I could give my golem was super fun, when I got the summon potion it was awesome to see all the little guys running around. Also, I should've thought more before feeding my golem a bomb lolol, good job!
Lets go gambling!
I loved the simple gameplay loop and clear objective. Learning who liked what was fun and the art was charming! A simple intro would be nice as it took me a second to figure out what to do, but once I did it was smooth sailing for the rest of the play through!
Some notes I had while playing:
- As some others said, it would be nice to have some pointers on who likes what, whether it be a dialogue like "I could really use something sweet today" or something you can more easily puzzle out by looking at the person (enter a small preview of what the person has on them perhaps, i.e. show a candy wrapper for someone who like sweet or a rotten apple for someone who likes smelly etc.).
- Also, having a simple tooltip on the ingredients to show possible effects would be nice too, as right now it feels hard to remember, even when writing down, since the effects changed sometimes it seemed.
- One thing I was confused about was why I had 7l blood if I could only use 6l? Maybe I missed a mechanic, but when I played through it seemed like the only thing I could spend blood on was adding a drink to the burner, and with only 6 burners I couldn't spend all 7 blood. Maybe adding more uses for blood would be fun (if I didn't just miss them lol)
- And final note would be that it felt a little bad to not be able to adapt to the customer. Once I figured out what they liked, if they came in and I didn't have that made, it felt bad to serve them something I knew they wouldn't like. Perhaps adding some way to spend blood to 'recall' a drink to serve them, or be able to mix a new drink on an open burner just for them, or maybe even showing us who will come in the mixing stage so you can prepare drinks for those specific people (at least the ones you've figured out).
All in all, you did a great job with this MVP! The gameplay loop is tight, there are no major bugs, and it's a solid proof of concept. Good job and good luck if you continue to develop this! I'd love to help playtest or anything in the future if you do :)
P.S. it felt good when I hit my debt goal!

amazing job! had a blast playing through this, i felt the difficulty progression was spot on and finding all the secrets had me replaying the levels (lvl 2 felt like a maze to search)
some notes:
- the camera felt vertically restrictive a bit, particularly on ramps, maybe tilting it a bit would help?
- enemies never stop shooting at me, even when i am behind a wall or dead (my health went into the negatives lol)
- i can shoot enemies from across the map, seems like there is no range limit, which was helpful in the docks to clear the enemies behind the bar gate, but maybe unintentional lolol
i loved the moment when i fell into the bar and was surrounded, i verbally yelped once they started shooting me haha, also the voice acting was amazing. you really nailed the aesthetic! great work!
loved the characterization, all three main characters really felt unique and had fun interactions with each other! I did feel like it was more cutscene then game, but I had a great time with the cut scene none the less haha
also one thing is that if you forget to buy an ingredient and move onto the mix phase there is no way to return and get the correct ingredient a back arrow would've been nice. but all in all, great job! I really loved the old flash game vibes it had
Thanks a ton! @seebeasts is an art wizard!
As for the controls, I totally agree. If I could make one change now, it would be to have M2 always add to hands and M1 always remove from hands. The reason behind the jank is that I have two systems for interaction: first is pick up item entities from the ground (M2), second is interact with station (M1). Farm and stockpile are stations (M1) that used to drop item entities on the ground (M2), but my friends who playtested right before I needed to submit said that it was annoying to have to M1 to spawn item, then M2 to pick it up. So I changed it to spawn item directly in hand as my last change before submission and totally didn't consider the feeling of inconsistency. Also, definitely agree that there needs to be settings lol, I planned on adding them, but ran out of time (as these things go with jam haha)
Thanks again for playing and the insightful feedback! <3
Thank you! And the apple was my favorite weapon when testing because it originally had no cooldown and would shoot out in a solid stream of apples lolol so I had to make it over powered ;) and yea, sometimes the enemies or spawners spawn underneath the UI and it gets tough to target them, we will fix that in the next update once the jam is over! So if you are interested in playing a more fleshed out version, feel free to follow us!
Thank you! Glad you enjoyed it. The small rockets got over balanced to the point where they basically did no damage, I forgot to tweak it before posting the game. And we tried adding in the ability to switch between you items in the hotbar with the number keys, but it was finicky after building for some reason. Thanks for the feedback!
Very cute! The graphic and sounds were super pleasing and very satisfying. I really like the card packs, looks good and gives a nice tactile element to the game.
The only feedback I have is not being able to remove tiles made it feel like I kept building myself into a corner. Also the camera not being pan-able made me feel a little claustrophobic once the screen filled up and I had to scroll out, but then it was hard to place accurately.
Other than that, amazing game! Very fun and chill! If you revisit this in the future, I would really enjoy playing it in a more finished state :)
Thank you for playing and your kind words! :) And yes, the end of the game needs to look for the wave beaten and not the wave on, that's why it seemed like there would be another wave after the last. We are working on fixing all those small (and big) bugs in a future update! We are currently revamping the game and will be posting updates on here. So if you're interested in more, give us a follow! :)
Thanks for playing and the feedback!
I hear the targeting issue, it's something that annoyed me as well. In the version we are working on, we fixed the targeting go to the mouse instead of to the center of the tile your mouse is over, that way it feels more responsive to your inputs.
And yes! I feel the recharge for sure needs something extra to spice it up! I think we could add a little charge animation around the cursor to indicate the cooldown between shots? Maybe that way the player can know when they can shoot and when they can't... What do you think?
If you're interested in the game at all, pop us a follow and we can post updates on the progress to a more polished game!
Thank you for the kind words :) and yes! That puts into words perfectly the problem I noticed with our current take on the shop. We originally had the stone as the only unlimited ammo with everything else needing to be restocked, but we thought that it felt bad to run out of ammo in the middle of the round, especially since it’s so easy to accidentally shoot and the fun is in blasting away at things. So to fix this in the future, Im thinking about making it into a more roguelike system, where you start with a base projectile (Stone, rocket, lightning, etc.) and as you complete waves you add modifiers to that base (deadly seeds that’s spawn sharp trees, debris that damages over time, a burn effect, etc.). That way people can play with everything but still have that since of progression and self expression in the playstyle
edit: feel free to follow us if you’re interested in the game and want to see what we do with it in the future!






