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Naekrill

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A member registered Dec 03, 2019 · View creator page →

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Very nice game! Very cozy!
I loved how intuitive the recipes were, most of the time I didn't even need the book.

It's very funny that any finished dish that was left on the workspace (oops) gets incorporated into the next dish without making an ick... Luckily for me, I just had to remake the first one.


The animals are adorable and I would serve them again, any time of year.

Very cute character design, I loved Bumble and all of the customers!
I sometimes struggled to get through the doors and outside, but it was nice that it was all such a connected area.

I liked the different drinks and flying all through the garden to collect the ingredients.

The sound of the blender seemed to come a little late, so I wasn't sure some of the time if I was actually crafting, but I could then tell by the missing ingredients most of the time.

The art is very charming and seeing what little plants were going to come out of the sprouts was very exciting!

Everything seemed to have a very bouncy and responsive feeling to it, especially with the sound design. Only problem I had with it was the first time the plants grew, the sound seemed very loud compared to most of the other sounds, so it surprised me a lot.

Other than that it's very cozy and cutting the plants was satisfying. Cutting the little petals coming down was also a nice way to bridge the gap between wait times, I just wish there would have been a little reward for it (maybe an extra seed?)  so there was a little more to do.

I liked the farming actions, it felt nice to go through the steps.

Unfortunately there was not a lot more to do, but I did like seeing the villagers pick up the crops and carry them somewhere. I would love to see this in a farming game, instead of putting the crops in a box and getting a nebulous amount of money the next day, haha.


With an explicitly set goal to work towards this would be great! Good concepts to build on top of.

The individual parts seem simple, but putting them together really makes this game a great challenge. The controls were impeccably responsive, so anything that went wrong or happened to the lamb was directly my fault ;-; Poor thing

Good job! The execution and style of this game is very unique and memorable.

Kudos to the team! What a great platformer.
Yes, the moving to the rhythm mechanic took some getting used to, but it was all manageable at the end. The music was also fantastic, of course.

The level design was great and left room for the player to decide where they want to go at all times - without being too open and confusing on where to go!  Every step meant progress. Most sections introduced a new challenge that was interesting and still easily solveable with previous experience and some practice.

Seeing the flowers grow in the level after returning to the bedroom was a lovely touch :)

Cute little idle clicker (though calling it that made me figure out way too late that I could click and hold to water, instead of. struggling to click it full!). The art is on the simpler side, but there's an undeniable charm to all the growth stages of the plants. It's really thought through!

I somehow ended up getting pollen wayyy easier than money most of the time, making me breeze through the prestige levels and unlocking all of the plants - but actually making the plants grow and selling them really seemed to slow down at some point, especially with how long it took to automate parts of the process with the waterbulb.

Having to hover over the shop menu and having the category buttons on the right side sometimes made me struggle to even keep the shop open, since I would move too far and it would immediately close.


Still, I think this idea for a clicker is very nice and just needs some more polishing and balancing!

Very cute aesthetic! Loved the bees and how the upgrades for each station looked.

I had some trouble finding a setup to even start without immediately losing the round - but after some tries I at least got as far as half a day, haha. Reading the tutorial made me stop upgrading the flowers - but that didn't work either, so I never succesfully finished a round. Still, I saw progress every time I tried something else.

Very solid base, a few more additions and adjustments to the gameplay would really round out the experience!

This was so hard to let go. I felt myself getting better with every jump. I just wasn't ready to give up, especially when I finally got two upgrades in one run!
The difficulty of mastering this game really rewards the endless loop mechanic and plays into it well. Kudos!

Thank you so much for all the praise!

Using the bait should work by clicking and dragging the fish you want to use to the bait bucket. While hovering over the bucket it's also supposed to show a little preview of how much bait you will get out of it.

Hope that works, but if not, may I ask what browser you're using?

I see where you're coming from with pressing spacebar instead of using mouse click, it would definitely continue the flow of the gameplay better :)

Yes, the bait affects the catch. Putting more bait in means a higher likelyhood of getting rare fish (decreasing the chance of lower ranked fish in turn!) and the color of the bait affects the likelyhood of what color fish will bite.

Losing the fish when spamming would have been a good consequence that we hoped to add, but unfortunately ran out of time for... but we're hoping to add it after the jam! Thanks for playing!

Thank you so much for playing!

Yes, both the amount and color of the bait matters. More red bait increases the chance for rarer red fish (decreasing the chances for lower star fish!), same for the other colors. There's even a special combination, you'll notice that you have the correct one if the frame changes how it looks!
So it seems like you were mostly unlucky, unfortunately :')

What fishes were you missing in the book?

I had a lot of fun trying to figure out the different ways of planting the flowers, even though seeing something about ph made me a bit nervous at first  :) I got into it pretty quickly anyway, thanks to the descriptions in the book!

I often opened the backpack and tried clicking the seeds / tools, hoping to be able to use them from there instead of having to scroll through the item bar, but it worked well overall.
It also would have been nice to use the magnifying glass with right click for a quick inspection, instead of having to get out the tool every time.

The way the plants reacted to the weather (both in animation and technically) was really cool to watch and the amount and variety were exciting to see too! Well done!

Hehe, noted!
As for the walls, I meant these in particular:
1. This pathway left of the little construction site


2. This space on the left, right after walking up the first ramp at the back of the map


I'm not sure if there's anything else that I'm forgetting... But it wasn't like I was just running through the field and hit a wall - it just really made me curious about where these paths were going :)

I love rhythm games, so I was really excited to try this :) The music was lovely and really relaxing, the only part that was shocking was the sudden addition of a new button without warning- but really I should have seen it coming when I was looking at the controls ;)

The pixel art was really cute too, I wish I could've seen more of it. It was hard to focus on both the actual rhythm game and what I was creating with it. Maybe showing the completed pattern for a second and then overlaying the finished product would have been enough already, without breaking the flow of the game.

Overall it was sweet, but still challenging. I had to try the last level a few times, but the satisfaction of seeing the pig sweater made it all worth it!

What an engaging result for a game made in two weeks! Bravo! The visuals and animations were stellar and very satisfying to look at!

After reading the controls I decided to just jump in, see where things take me and read the FAQ, if I needed it. But turns out I didn't :)
I found the weapon management, flower management and  inventory management quite thought through and easy to understand. The only part that was a bit fiddly was trying to move a flower within a weapon while my inventory was full. It would have been a little easier if I had at least been able to at least lift it, instead I found myself storing flowers I didn't want to throw away in a weapon I didn't use, then going back to optimize my actual weapons.
A lot of the items ended up sitting unused, mostly because waiting for the effects to go away wasn't too much of a problem.

The different areas all brought something unique and changed up the enemy's attacks nicely, even though there were only a limited amount.
It would have been helpful if the portal had a special icon on the map, since very often it ended up being not too far away from where I started the stage- but I usually explored the whole stage and sometimes struggled to find it again. Usually it was recognizable by the shape it made on the map- but at least once it turned out I had headed for a puddle in the wall, haha. 

I liked the creativity of the bosses and that they werten't all just "hit them till their down". Especially the second one was memorable. I unfortunately seemed to hit a wall by the end- maybe it was a problem with the web version? - but I beat (?) the fourth boss and was suddenly thrown to a zoomed out view of the first map- unable to do anything anymore.

Nothing can beat my bouncing, almost endless, blood-sucking blueberries, I'm sure! Someday I shall get back to this and prove it! And if not that, then I will come back to try out all the other weapons I decided against this run :)

A nice game to relax to. It was fun to figure out. I would have played it for way longer if it hadn't unfortunately stopped working after I played three levels...

In the beginning I struggled to recognize the water tiles as such, but when I did the game became a little easier. I was wondering if they were badlands at first, since I couldn't plan anything on them, haha. The only other problem I had was that I seemed to keep losing leaves while moving them from tree to tree? I couldn't figure out exactly what was causing it, but I just played more carefully and it worked out.

The music was great and a perfect match for each season! I wish I could have heard more of each, but I found myself skipping right back to spring most of the time... All the other sound effects were also nice and fitting! I see a lot of potential in this, with some tweaking it could be even more engaging! Good job! (I also really liked the end leaf animation! Very smooth!)

Very cute game! I looove the design of the Spring Witch, she is adorable!

The gameplay wasn't hard to get and getting the buttons right felt satisfying, with the appropriate sound effect- especially when I happened to get two at once. Fortunately for me button mashing didn't have a consequence and I was able to appreciate all the nice flower designs and their growth stages for a bit.

I was especially taken by the audio. The song was a great choice and the witch's little hums really made me pay attention and added to the cozy vibe.

I think I remember the layout of my keyboard a bit better too! Good job!

Great creature designs, the way the cats were combined with their respective flowers was very creative! I loved seeing the growth stages and caring for the pet. The animation was also very nice, especially the sitting down animations! I also took notice of the cat ears in the UI, very cute :3

Gameplay is rather simplistic and easy to understand, perfect for a desktop idler.

Several times I had the desire to pick up one of the pets and put them somewhere else - simply because it would be a cute feature, but most of the time because I couldn't click who I actually wanted to click, haha! Maybe even having a list of my pets, to quickly click through, would've been nice.

The biggest shock came when I had to go do my laundry and came back to a singular pet... Fortunately I was able to bounce back to five pets rather quickly and gained the understanding to not let them idle that long, so it wasn't too frustrating.

Good job on the game! I would love to see more pet designs in the future, if you continue development!

Good use of the given color palette, everything was very well readable! Cutting the grass and collecting it was satisfying and I liked the detail of seeing the haystack getting bigger as I collected more.
I mostly cut the grass around the farm to fill it up, since the respawn time was so quick, and only explored the map afterwards, but was happy to find the hats and points of interest :]

There seemed to be a few invisible walls that came out of nowhere in wide open places, but the map was overall well designed and visually varied with the given assets. Having a small dash or slightly faster movement speed would have made exploring easier, but that wasn't too much of a problem. I also hoped that filling the haystack that is further out would result in something special occuring (a haystack of a slightly different color alone would have made it worth it for me, haha! Like a shiny pokemon), but for now it seems to do the same thing as the one on the farm, if I'm not mistaken. Maybe getting requests, demanding special hay mixes from the player, could bring a bit more variety to the gameplay and give the player a reason to venture out? Or something like that.

The music was very nice to listen to and put me into a good, mellow mood while playing. Kudos to the whole team!

Lovely game!! The character was very cute and I loved looking at all the different homes of the NPCs.
I struggled with the controls in the beginning, leading to me walking around very slowly most of the time, but the car was a real life-saver in that regard and controlled like a dream. It funnily enough reminded me of a lego race car game I used to play back in the day... good memories!
The music and sound effects are rather simplistic, but perfectly fitting. I loved having the calm music and shallow rumbling of the car in the background. Great atmosphere.

One problem I've encountered was when I parked my car right next to the food or sap station - having the buy button and getting into the car button be the same unfortunately got me reminded several times that I was dirt poor! At least until I found the right angle to get into the car again, haha.

I also found myself unwilling to open the map a lot of the time - out of stubborness, since I wanted to find the routes myself. With only three destinations it fortunately worked out most of the time, but I think having a few signs point me in the right direction at crossroads would've 1. looked really cute and in character for the game, 2. helped me out while not taking me out of the driving part to look at the map. But that's just a personal preference :]


Overall I see a great base game and a lot of potential, especially if the NPCs could be seen or interacted with and there were more goals and / or story beats!

I love so much about this game! The scenery, the music- everything fits so well together and promises some good stuff to come in the future :) I haven't encountered any bugs so far either- but that might just be because of my very careful playstyle. Can't wait to see/play more! Especially since my last thought a second before the demo ended was "Wow, exploring this is so much fun! I wonder how much longer the demo is?"

Just made an account and glad to have this as my first game!! I had such a good time figuring everything out and every time I needed a tip it turned into a "duh" moment, so all the puzzles are actually really comprehensive, if thought about the right way ;Dc

Ahhh, and I love the characters so much too <3 <3

10/10, would cri about skellies (and Lee) again