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Nathaniel_dPW

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A member registered Jul 28, 2025 · View creator page →

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(1 edit)

Main comment from me is that I couldn't get to the end because of the combat.
Now, to be fair, my potato laptop with integrated graphics was occasionally giving me some lag with camera movement (for the camera I was controlling via a touchpad...).
However, unless I missed something, by the time you're getting swarmed by enemies in the castle, you've only been taught a simple smack that's good enough for boxes.
I tried some buttons at random; but I couldn't find something like a dodge or dash that would let me avoid damage.

However, given the focus was the pick up and carrying of items, I would call this good progress and a success for the jam.
The combat felt a little clunky; but the pick up, put down, and switches all felt very smooth.

Only suggested change is what others have said: something to make the controls more forgiving.
Aside from that, it's a perfect little jam game that delivers exactly what it promises.
(Brutal to play on a touchpad instead of a real mouse: score 17...).

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I couldn't figure out how to reliably use or move items.
This lack of understanding of the core mechanic made my experience feel frustrating.
I lost once, and I "won" once (with zero score?); but both felt like random chance.

Trying to figure out what an item is, while trying to figure out what to move, where to move it, while stuff is constantly popping into the bag in random spots, and *something* important is happening off the right as the player moves (no time to look closely) -  it's just too much all at once.

Given how fast paced the movement is, I think it would be better to just let a single click on an item in the bag be the action for using the item.
If all items can be used easily, then the focus is on figuring out (quickly) which item to use when; and, if that's all you need to, the game becomes a lot more manageable.

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I've thought about this more, and I had a similar-ish idea.
Instead of showing all of Mr. Manager in one go, how about partial reveals?

Like, it's all black, and *someone* is talking to you, but you can't see who.
Then maybe some eyes in the dark are visible.
After a little while, you swear you saw one eye change colour.
Then the light are on (but he's not swapping assets yet), so he looks offputting, but maybe he's got injuries in the backstory?
Then, finally, all the moving bits and assets swaps are going for the last part of the dialogue, adding the climax to the transformation.

You'd need to have the dialouge and background music match the tension level of the visuals; but that would be my suggestion for making Mr. Manager more impactful at the start of the game.
At the moment I find him less scary, and more just gross and confusing; but I think that's because of the missing tension I've just tried to explain.
A reference interaction for the sort of feeling I'm describing would be the opening conversation with Flowey in UnderTale; but with more layers.

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A complete little game, perfect for a game jam.
The art, the preview feature, and the writing in the water give the game a really polished feel (did you work the full 2 weeks on this?!).
:)

A reset button would be nice; but you already know that, and most of the games don't seem to have one.
Aside from that the only improvement I can suggest is adding more levels.
Since you must empty the hub, you can do all sort of combinations of different amounts of objects to (hopefully) keep it feeling fresh for a bit longer.
Can we fit 20 trees on there, for example?
You could also add a couple easier tutorial-style levels where the turtle doesn't get so full.

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Ok, now I've read the other comments, I am back!

I sort of disagree with Crimson on the "manage the chaos".
That is a valid straegy (see my game, or the "Too much to carry" game); but I don't think that's the vibe you are going for.
This is closer to a chill idle game, which relies less on chaos and more on progression as I suggested (and, I now see, you were already thinking of).
You could do one or the other properly; but I don't recommend trying to put both in the same game.

I tried to "play" with the kittens; but it didn't seem to do anything, so I assumed mama could only play with the toys.
Maybe I was unlucky.

One final thing I remembered: have you tested if the kittens ever wake up if they aren't put in the bed?
The start screen said they "rest faster"; but I left one out to test how long it takes, and it didn't seem to ever wake up.

Very cute, and very clean, well scoped, bug-free jam game.
Suits the theme well too.

If you want to extend this, I would suggest some sort of progression system.
Like, maybe, being able to spend points to buy new toys or unlock new play areas for the kittens, or something.
It's nice as is, but after a few minutes you've seen everything, so there's not much motivation to hang around.

Also, I couldn't figure out how to quit the game using in-game controls.
I don't always expect to be able to from jam games; but I checked the Credits first, and I had to exit and re-open the application to actually play the game.
Was there a back button I missed?
It doesn't super matter, because it was worth the restart anyway.
:)

Thank you for you comment!
:)

Haha!
I've been wondering since last year if that reference was too obscure, but no one has said anything until now. The PCYC my actual kids go to is Police Citizens Youth Club. They have a gym, and all sorts of activities associated with helping keep teens employed and out of crime; but, for toddlers, they just get to run around, play, and do amateur gymnastics for 45 minutes. I didn't explicitly give a cannon answer in the game though, so feel free to continue under the assumption that the toddler is part of yacht club.
XD

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This was actually pretty amazing, despite your self-deprecating declaration on the itch page.
I got all (?) 6 strawberries; and I was consistently impressed at how much depth you managed to squeeze out of a very simple mechanic.
Every level had a different little trick or hook to it, so it felt almost like a puzzle platformer with a unique glide twist.
I didn't mind the sharp twists and turns because falling has no penalty, and I considered it part of the "puzzle" of figuring out where to go.

Four things that I would recommend working on:
1) might have just been me; but the resolution for the title screen would not fit on my monitor for either web or Windows - it simply refused to be reasonable until I actually started the game;
2) it was not clear to me that a level transition was happening until I made it back to the hub world the first time - I thought I was just bouncing around a buggy collision-iffy jam game;
3) some more distinct visual landmarks would be nice - I didn't mind the leaps of faith, but I was annoyed when I couldn't figure out which direction the leap was in because all the rocks look the same;
4) related to 3), a more consistent respawn would have be nice - I would like to respawn always in the same position, facing the same direction, with speed=0.

Overall, I had a really good time!
I also feel a sense of satisfaction, like I actually finished a complete  (though admittedly small) game, rather than feeling like I tested an incomplete prototype.

This Patreon jam allowed for continuation of an existing project.
I only had about 4 hours to spend on the jam this time , so it was easier to update this than to try and make a whole new game.

Glad you enjoyed it!
The game is written in Python, and the PyGame library is doing the audio.
:)

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Main thoughts:
1) I, personally did not like the introduction man. He's a bit creepy and off putting, which I'm guessing is the point, but he also doesn't seem to match the art style of the rest of the game which looks kind of like a cutesy RPG. I was expected a horror game based on the opening scene.
2) Invisible walls made it hard for me to tell where I could/should go (you're probably already aware of this).
3) The tutorial dude for the mouse and keyboard says that 'z' is for throwing, but 'z' is for a dash, and 'x' is for throwing. That took me a while to figure out.

It's obviously not close to finished; but I enjoyed the vibe.
The visuals for the setting, the art for main character, and the music really put me in a "chill and explore" kinda mood.
I wanted to keep exploring the world and chatting to grey blobs; but, unfortunately, I fell through the floor past the locked gate, multiple times (i.e. multiple floors), before eventually ending up in a white void that I assume is for testing only.

Oh! Also, if you die and restart, your health continues to show 0/7 until the next time you are hit.

Similar to LukasWho, I found it frustratingly hard to get anywhere (couldn't really), and I wasn't sure what I was meant to do.
My guess was to avoid dropping the boxes with reckless driving, while dodging (or hitting?) the red thing in the distance; but I could never get close enough.

I also encountered what I think is a bug where, after playing a few times, I was unable to play anywhere because as soon as I started to drive I would instantly fail.
No box fell off, and the time limit was nowhere near empty - literally just started.


If I may offer meta-feedback, this felt similar to me to your GMTK jam game from last year.
I actually found the mouse chase very hard and frustrating, until I read a comment talking about how quickly it could be finished.
That caused me to figure out that it was "easy", as long as you played optimally for the first few seconds; but, if you missed those first few seconds, it was basically impossible to catch up to the mouse.
I bring this up because in both cases I get the impression that you think the games aren't hard.
I suspect that you, as the developer, are testing these games by playing them in some optimal way that makes you blind to how hard they are for someone who doesn't know how to do that.
Something to keep in mind for future games, perhaps.

Anyway, on the positive side, I think it looked very pretty, and I really liked that I could stack the boxes myself before driving off.
The added layer of "stacking skill" on top of "driving skill" made it more interesting than if you just had to drive with pre-stacked boxes.
I think an easy way to make this game more fun would be to invert the time limit punishment into a speed run reward.
i.e.
Just use boxes falling as the fail condition.
Count *up*, instead of down, and report "best times" on an end screen to encourage the player to try and do it faster next time.

I think the stove is okay, actually.
I could keep an eye on the colour of the meat while playing.
It was just the sparkles on the fridge that was missing.
I actually guessed that it might be the fridge; but then I thought it wasn't because I didn't see the sparkles.

Also, don't worry about playing my game.
I just made a minor balance and content update to my GMTK jam game from last year.
I'm used to people not being able to play it because it's Windows only; but I didn't have the time to port it to web.
The general vibe is extremely similar to yours (laundry features prominently in both!), so I don't think you're missing anything.

Fair enough.
You have thought about this a lot more than I have (which makes sense)!
XD

Don't worry about the grid.
You've got some sort of vision in mind, so go for it!
I just thought of it as an easy option to make playing the prototype easier to do; but I admit that I have a bias towards grids anyway.

A short but accurate representation of the chaotic multitasking required to parent 2 children simultaneously.
Well suited to the theme as well.
I really like the little touch that the kids want to be held basically all the time.
Sometimes they need something sure; but otherwise they'd rather just be held and stop you from doing other things. 
This is my current home life, so that really resonated with me...

The only thing I couldn't quite figure out was what to do with the steaks after cooking.
They sometimes disappear when placed (on the bench or fridge?), sometimes don't (on the floor?), and there don't seem to be sparkles to guide a cooked or burnt steak.

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I like the idea a decent amount.
I've played a game before where you need to preload your actions before executing N-turns, but it was a medieval combat thing so it didn't make much sense.
Pre-programming a rover makes a lot more sense for this mechanic.

I think it would be easier to both develop and play if the map used a grid system.
Picking directions to move and spots to investigate are tricky if you have to pre-plan everything.
It would be easier to remove the angles, just have cardinal movement, and just investigate whatever space you happen to be on at the time.

I'm also curious to see how you make all those unimplemented interruptions feel fair or... preventable? Solvable?
With a system like this, I find it easy to imagine that the plans are so fragile that any interruption at any point just tanks the whole thing.

I am captivated by the premise, and the little world you have made.
The art has a certain charm that helps to draw you in as well.
I actually really want to see where this is going; to learn about the lore and the main character.
How did the protagonist get here? How did the WORLD get here?
I want to know.

Not sure if you were already planning to do this, but I think it would be good to map the different interaction types to hot keys to save having to keep going back to the bottom left of the screen.

I played alone, and it was very nice!
More fun than I thought it would be, to be honest.
I liked the little touches, like how the music stops when you stop; and how the carriage warps humorously as you stuff up.

Things I would change:

1) some sort of score system or lose condition - it feels like there is no reward for playing well;
2) centre the action more with some look ahead - playing right at the edge of the screen feels awkward; and
3) smoother up/down camera movement when going over hills.

Good job overall, though!
:)

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Haha, sorry about that.
I wanted the tutorial to have a slightly different vibe to the rest of the game; to "feel" like a tutorial.
By all means, feel free to grab a copy of the source code, and add that option in.
:P

Thank you very much!
I'm glad that you enjoyed the game and the talk.
You made my day with this comment.
:)

Please don't be afraid to ask me any questions if you think of something later

This is good news! I am especially keen for the 3rd major change.
Congrats on the new job as well!
:)

Please make sure to post when the updates are done.
I need the continued motivation from everyone updating their jam games to help me believe that I'll eventually move my planned patches from "notes on phone" to "code in game".
XD

Sorry, I meant to ask this earlier, but I forgot: why release an android build if the game already works in the browser?
Can't android people just play it online?
Or is it not showing up properly, or something?

Thank you very much!
Yeah, I pushing my artist skills to the limit with the single piece of ascii art.
XD

"WHAT DO THE NUMBERS MEAN, MASON?!"
This game really needs a tutorial.
It doesn't have to be in the game; just a paragraph on the itch page to explain the UI and goal.

Save the world from aliens by driving in circles in your car.
I feel like the devs were drunk when they came up with this idea; but, in a good way.
XD

Only thing I would have wanted is hints about where the 5 beacons were.
I wasted a lot of time driving around getting lost/stuck in the houses.

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This was lots of fun!
I was quite happy when my "just swap all weapons clockwise" strat didn't work.
I actually had to pay attention to who was moving into which room.
For this sort of game, not being able to cheese it makes it more fun.
:)

The only 2 things I would suggest changing relate to the tutorial:
1) make it so that x+c resets the tutorial, rather than jumping you to the main game (I suspect you didn't have time in the jam); and
2) add, maybe, one more explanatory sentence that explicitly tells dumb dumbs like me that we are trying to prevent murders - at first I thought that I had a target of my own to kill.

Congrats on your first game!
It's got a good idea, and it is implemented well.
:)

I would suggest making the day and night longer; but also make each sun/moon tile disappear after a short time.
This should make things more interesting because it will force the player to move around.
They can't just find a nice spot and camp for the cycle.

I starved to death while trying to get rich.
Excellent!
XD

Thank you very much!
:)

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Didn't expect to see a Metroidbrania in a game jam.
Well done!

Although, I was confused by the second half of the final combo instructions...
I thought they said that we could create fire *anywhere*.

Also, even after watching the walkthrough, I can't pull off the final jump.
I can't summon the dung in midair - it just stays on the ground and ignores me.

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I do not like idle games - I tolerate them.
Even in this jam, a few times I've written something like "good for an idle game".
This, however... I like this.
This isn't "good for an idle game" - it's just good.
:)

I'm not 100% sure why; but my best guess is that it leans into the idle nature by trying to be chill.
The other idle games I've played seem to have a desire to compensate for the lack of interaction by spamming a million blinking lights and noises; and I just find that overstimulating ,while simultaneously having not much to do.

Oh, I did have trouble reading the text though.
Could we get a bigger font size?

You had me at "again".
XD

Just a note: the first kill on both web and PC builds caused some staggering lag.

This is a solid jam entry that makes good use of the theme.
I agree with the squirrel fan that planning the combo moves is a really good idea.
I would have preferred it if the game leaned more heavily into that direction.
I made a decent amount of progress just by having more and move knights spamming attack.

A very good entry for the loop theme.
I usually prefer games with a win condition to those with high scoring systems; but with this year's theme it makes sense to have plenty of infinite high scoring games.

This is ridiculously good for a jam game!
The platforming, and camera movements (even for dialogue) feel so smooth.
I had some trouble with the puzzle part; but I'm planning to come back to it later to try again.

This looks and sounds very nice.
Unfortunately, in both the web build and exe, I ran into a bug that cut short my experience.
After the reset mechanic is introduced, I can only walk for about 5 seconds before the character gets stuck and I am forced to reset to start moving again.
Thus, I couldn't actually finish the first area.
Please try to fix this after the jam, because I think I would enjoy this game.

Ah, that's a shame; but I understand.
For what it is worth, I'm up to 79 reviews now; and this was my favourite game in the jam (I mean, I *might* find something better, but there isn't much time left for that).

Is your long term project also a platform  puzzle game?

Yeah, it felt like an artistic choice, so you did very well there.
:)

It wasn't how I hoped it would go; but sometimes leaving it open is better.
There have been plenty of mystery stories where the explanation was clearly thought up at the last second, and it can ruin the whole thing if the "reveal" doesn't make any sense.
For a game jam, leaving it open is probably the best way to go.

This is a charming little game.
It is very unique, and well polished.
Good job!
:)

I would suggest 2 changes:
1) make it a bit more obvious during the day which statues need repairing - I know there's the night scene but it's easy to forget, and for a new player it can be easy to miss the differences between a broken and healthy statue; and
2) add a pause button.

This is a neat little game that is well polished.
I didn't notice any bugs, or any features that seemed unfinished.
The art fit the game style well; and I liked the upgrade options.
I also liked that I could shoot 2 or 3 souls at once if I placed the beam carefully.
:)

In terms of improvements, I agree with what other people are already saying: more variation, smaller gap between SFX volume and music volume, and gradually increasing difficulty.
Is there currently a win condition, or does it just go on forever?