Thanks a lot! I really appreciate it, and I’m glad you enjoyed it. So cool that we had a similar idea!
MattLovelace
Creator of
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Hi! I really enjoyed your cozy game!
I’m also a big fan of four-leaf clover hunting. Almost two years ago I had the idea of turning it into a game, and while looking around for similar projects I came across yours. I honestly think you were able to capture the magic of the experience in a simple but effective way.
That said, I still felt like I had my own take on it, so I went ahead and made a version of my own.
I hope you’ll give it a try, and best of luck! https://msilvestro.itch.io/one-in-a-thousand
Nice update! Love the WebGL build.
Here are a few issue I found if you want to further improve it:
- typo: “You forgor all ingredients” (at start of each day)
- typo: “Did i turn off the gass?” (stuff the frog says)
- I can’t understand when and why some ingredients make the cauldron explode, I tried different combination but I couldn’t find a pattern
- when you have a negative number for the “Cure”, the minus sign is hidden under the “Cure” word (which makes unclear whether the number is positive or negative)
- after I put an ingredient in the cauldron and the potion is brewed successfully, the text says “E - Pick up potion” but E does not do anything when pressed (I need to get away from the cauldron and then get close again to be able to pick up the potion)
That said, it’s always nice to see an improved version of a cool jam game!
Nice concept! The setting is really charming, and I had a good laugh while talking to the frog.
A few comments:
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There are some conflicts with the E button. For instance, sometimes I wanted to toss an ingredient into the cauldron, but I kept ending up talking to the frog (which, to be fair, made them even more annoying — and probably adds depth to the character!).
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It took me a while to figure out how to throw ingredients into the cauldron. I kept tossing objects near it instead. Maybe widening the trigger collider a bit, and preventing objects from getting too close to it, could have helped?
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It may be more convenient if the E and Space buttons did the same action. I kept pressing E hoping it would advance the dialogue.
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I didn’t fully understand how the recipe failure works. Sometimes, even adding just one ingredient would trigger a fail state (I was expecting to be able to compensate by adding more ingredients). At one point, I combined two ingredients that matched the recipe requirements, but it didn’t register as a success. I had to add the Demonic Eye (0/0/0) to complete the potion, though I didn’t understand why that was necessary.
That said, great job! I found the experience really fun overall.
Thank you! I love when everything feels integrated into the game, so it was a fun challenge to avoid menus and use scaling wherever possible.
That’s great advice. The game could definitely benefit from more balancing, and quickly tossing items into the basket goes against the intended mood. I agree that making scaling more rewarding in terms of money could help to discourage that. Thanks for the feedback!
As a big fan of Lucas Pope, I can really feel the influence of his works like “Papers, Please” and “Mars After Midnight” in your project. The concept is very original and fits the theme perfectly. The presentation is excellent - I particularly enjoyed the variety of facial features and the quirky, unique faces that result!
Regarding my strategy, I typically maxed out the scale of the facial feature with the highest ratio and then adjusted the rest accordingly. When scaling a feature, I would first assess its limits (both minimum and maximum sizes related to mouse position) and then use the background lines as a reference to achieve the desired ratio. I’m wondering if showing an outline of the min and max limits for a feature while scaling it might help avoid manual assessment - or perhaps adding audio cues, with pitch variation based on the position between limits? Just some ideas, but probably it’s best to keep things simple.
That said, congratulations for the great result, I really loved the game!
A few small nitpicks:
- I tried closing the shutter out of curiosity but couldn’t reopen it.
- Sometimes, facial features close to each other were hard to select (like eyebrows and hair, especially when one is enlarged). However, this issue is rare and doesn’t interfere with progressing.
- I initially had some trouble recognizing the symbol for hair.
I enjoyed this quirky little puzzle game!
The presentation is great and the story adds a nice touch to the game.
The puzzle are a bit simplistic but still enjoyable (the humor helps!). I’m wondering if the three pockets were really necessary, maybe just having the swap pockets on top would have been enough and still keep the puzzles interesting (and would make the interface easier to navigate). I think the “use the pockets to move stuff around” is not particularly interesting. Instead, the size swap mechanic is quite intriguing and has some potential!
The idea is very cool, I was immediately intrigued! However, the controls are quite frustrating. I got stuck in the fireball room for a long time and then I got stuck again in the wind room. I think the main issue here is the interface, which could be more clear, and Donkus movement which are often difficult to predict.
Besides that, the game is pretty nice, good job!
An inverse Vampire Survivors, that’s really cool! And you also managed to put a power-up progression, that’s impressive for a game jam! A few suggestions: the non-clickable area seemed a bit bigger than the drawn area, it was a bit frustrating because you want to put the monsters as close as possible to the border but you couldn’t sometimes - even if it seemed like the place was fine; the mana for monster spawning was too forgiving, I could just spam click monsters, which made the game less strategic.
Besides that, I think it has potential as a bigger game too because there are interesting mechanics that arise from the combination of monsters - for instance, you could spawn fast bird monsters on the right and then, while the enemy is busy dealing with the birds, spawn an army of skeleton monsters to the left for the final blow. I’m looking forward to see if you are willing to expand it!
The idea is very smart! I like how you have to plan your moves so that you are out of the field of view of the players. However, it was hard for me to understand both the players and fog logic of movement (sometimes the fog expanded, sometime I had more turns, but I couldn’t understand why). Maybe, since there is no tutorial in game, you can at least add a few lines inside the Itch page description. Overall, solid idea, it has potential even outside the jam!
The visuals are very nice, I really like the idea of the big dice in the background! The music is also good! Gameplay-wise there could be some improvements, for instance I think it would be better to have the gun aim follow the mouse to give more control to the player, which is usually expected in these games.

















