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Nazandr

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A member registered Jun 14, 2020 · View creator page →

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(3 edits)

I'm glad to hear that my feedback helps! :)

Lighting is too dark imho at tutorial almost everywhere, i'll try to attach some screenshots with default setting and how i changed it:




About #9 i'll try to attach my paint concept as well, it would be cool to understand if i'm speeding up or slowing down atm. Even tho only one time i feel i can use it to understand how fast i'm slowing down from sliding, have not even checked it yet


Thanks about info about Low Latency, i'll prob try it out


About double dash - it's best to try at Tutorial at very first jump. You can see it at start of my last record, so you should jump and while you are falling you should be a little bit lower of a platform you are approaching with first dash, then it should let you do second dash (just start to spam it at some point tbh :) ) without cooldown as usual. I could replicate it at some places at Course as well:

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So that was a cool update, i should say :) I'll try not to miss everything because there are a lot i want to say:

  1. Checkpoints/Practice mode. The most important one for me of course :) I really like your implementation, i can tell you gave a lot of thought into that (like camera preview and smooth transitions, showing skips, jumping between checkpoints and have ability not just go from one checkpoint to next but even several of them)
  2. So after your update i was trying A LOT of stuff again, practice mode and checkpoint timings really helped me. So now i have a record of 1:17:58 (btw i had also different time of 1:17:59 at checkpoints timings, prob rounding issue) and it's still in progress, even tho i'm not that active atm
  3. I had some bug with Practice mode, that i could see robot in the distance, but it's pretty rare, can fix it on going to the same checkpoint again. Prob will show a video later in case you don't understand what i'm talking about :)
  4. For further improvement I was thinking about exporting checkpoint timings into csv/json, so i could automate comparisons more
  5. Baked light was too rough for me (created some really dark places), i had to turn on brightness a bit
  6. Not sure if you was tinkering it or i was not noticing it before, but enviroment sounds became so much louder and it's a shame because they are connected to  gameplay sounds, if you could turn it down a bit or ideally create separate sliders for them that would be cool
  7. I like introduction of restart button, good solution on accident button push but i think i still prefer separate quick button. Got me some time to stop going to Practice mode just out of habit ;)
  8. Also my graphics became more detailed, not sure what exactly have you done it, but that's cool to see, even tho i had to used to new enviroment, hah) I was not measuring fps before and after but at least i feel i still can perform good and have good graphics, that's a plus
  9. Could you implement indicator for speed chaning (like color or arrow)? Because it's kind of difficult to track it for me atm even tho i was not focusing on it that much for some reason (prob easier for now to use Practice mode for improvements)
  10. I was not trying Low Latency yet, not sure what it will do, can you explain how it can help?

Overall, great job at it, i'm glad to see game improving and prob some influence of my feedbacks there as well :) Keep it going!

As was mentioned i'll continiue our conversation about game in general here:

I spent hours creating those records haha.

For some reason i felt that you was doing it pretty easily, from couple tries, so that's makes me feel a little bit better, hah)

I guess i separate my comments then - for updates and for game in general at game page

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Before i reply i was thinking of creating new post either here but as a new thread (because going inside big thread imho is really inconvinient) or at your game page. For the last one i guess it's good to show some engagement but on the other hand it's probably will be a lot of messages, so i wanted to ask you, what do you prefer?

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I've uploaded my Course run (1:18:08):

Just refining your movements in the most part, could not discover new ones and still feel needing tools instead of doing it manually (which is at least difficult, and sometimes impossible). That's not about making you to do them right away, just wanted to explain that i feel a bit demotivated to do experiments because of that. But i probably will try to apply new knowledge from Tutorial in a 1-2 weeks anyway ;)


Thank you for explanation of hop, tried to use it at Tutorial, got some good results (44:13):

Earlier when you was talking about hop i was thinking more about big chain jumps as in the beginning of my Tutorial run, that one really speeds you up if you time this properly and gave me a huge breakthrough imho

Forgot to show my input, was feel more to just play. If that's interesting for you, let me know, can think about setting it up it next time :)

If you want to know how to do double dash i can try to explain, i can reproduce it pretty consistently now ;)


I'm also curious, do you have a stats for how a lot of runs done? I think that's A LOT for me, would be cool to know the number :) Btw how a lot of runs do you have to take to do a record for last 2 times (1 per level)?

Thank you for videos and with controls on screen, it helps! Also a funny bug, probably will try to reproduce it too. I'm curious tho now what's the difference between "hop" and slide + jump? Both as i can see are keeping momentum but it seems that jump can be more difficult to use and with slide it's thing about caching speed you've mentioned, but in principle the are very similar. Does "hop" is only keeping momentum or probably we can speed up with it? What about falling and speed for it, does "hop" work with that?


I'll try it later i think but have typed just in case you have answers already)

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Sorry for late response, actually i have read your message a while ago but had difficulties to answer

I really like your moves at Tutorial, was interesting to see, thanks for videos! I'm on my way trying to beat your time, that's a big challenge!

Not so far ago i had 1:18:08 at Course but don't have a mood to upload video atm, mb later

I've experienced "hop" effect, but could not fully understand it, you should just slide + jump in very short time after landing? What exactly and how should we time here? Could you explain it a little bit more?

Wow! Nice dashes, i can say you like them, haha! :) Dash at chain trampolines is mindblowing for me too, lol :) I wish to try your moves but a bit later

Part of the fun is finding the best route

I agree, even tho atm i have a problem - that i was (before your video) out of ideas how to improve things except of small adjustments (like using dash instead of using "gravity point" or how do you call them :) ) and these are really difficult to measure with current tools. So there is another potential improvement i see, but not sure how to implement this - give the tool which will tell you what's your time from one point to another (prob through checkpoints at start but prob better to have custom place in the future) - for example easiest implementation i see is to measure time from last checkpoint somewhere separately (and save best time between 2 checkpoints and total time as well, mb we can use like "sandbox" mode, where time is not saved for leaderboard if that would be easier) and make ability to move to previous checkpoint, so at least we can compare time between different techniques. Hope it was understandable, at least you get the idea i'm talking about

Btw, if you don't mind, could you make also Tutorial video, would like to watch that :)

I like your approach that if this is skill expression then this is ok, i hope it's reproducable because it can be a cool thing to execute


Hope to see more updates for sure!


Your desire to watch my walkthrough motivates me for sure, mb i will do it in the near future. Btw could you help to improve my time on it? I have video of my current personal best -

- it feels close to perfect with my current strategy, not like i can shave 1,5 secs. Where can i save time there? What are your splits if it's not that hard to gather them? Or mb you have video too even, that would be ideal. Also if you guys have your walkthroughs as videos i would like to watch them as well :)

So i was playing your game for around a week and finally have beaten your records at Tutorial (46,77 atm):


That was a good time, wanted to show my progress, thanks again for making it happen :) Hope to see you improve the project further! 


Further feedback:

-Addition of Leaderboards gave me a reason to push my record instead of just be satisfied ater first chain sliding at Tutorial, so i guess this was good change :)

-Forgot to mention that i like that music changes depending on your standing or running, nice touch!

-I was annoyed by climbing at some point - it seemed like it was ruinig the flow but then i came to appreciate them as soft reset for track, so you don't have to analyze whole run to potential improvements but only a chunks for them


Potential improvements:

-Replay other people runs - to analyze them for improvement (mb record iput and try to simulate it later?)

--At least checkpoints timing

--Or checkpoint timings for yourself (integration with LiveSplit mb?)

--Or show speed and its changes (through color or arrows for example)

-Easy reset button for the whole run (mb at "G" or something like this, reachable, but not accidentaly pushed), now i have to go Esc -> Point mouse on Restart -> Click, became annoying a bit (i did a lot of runs!)


There is possibility to gain upwards momentum but i don't get how to do it, can you help? I can do it sometimes but it's not consistent (1 in 100 tries roughly):

P.s. I also have started to try Course level, got 1:22:31, it was not that scary as i was thinking when firsttiming it, so prob will try more and can share video if you're interested :)

Ye, single mode is a idea that i could not do in time) Also healthbar is right the next thing i has even start doing but it was rotating WITH player, i understood that i need a lot of time to fix it so i've decided to finish what i have). Vfx is also something i was considering, thanks for vote on that)

I has read message a while ago but forgot to answer, sry

Not patience really, that was a pleasure to play :) There are just couple of already mentioned problems but thats ok. I think with back button this level will be a lot more managable at least but i'm afraid if it'll do it much more trivial then, not sure. Balancing act is hard, yeah :) But overall except last level it was more or less ok for me personally

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Welcome to depression :/

My experience was not that severe for sure, so i can just not have enough knowledge here. Personally i get it about watching tv, drinking, smoking and stuff but i'm confused about cleaning because, as i understand it, if you have energy to phisycally clean some deep-dirty staff then you can gather food (it does not mean you have to cook it, can just order to home or just buy food at near shop or even go into cafe) and it feels like more of a first line of self-help, not cleaning your room. Even tho mb cleaning here was using metaphorically so like you are rather cleaning your soul than room - that i can understand but this difference (if it's here) was not obvious to me

I'm curious what was your intention and how do you see it?

Could you explain this part a bit more? Your stats do change depending on choices with fighting demons and if you clean/use cleaned areas - do you feel those stat changes were not noticeable or impactful? For example, after you clean the bed you can rest in it to up your energy stat.

Sure! I saw changes at stats but they felt strange to me - like you are cleaning something, you have everything up including energy (prob because i also was investigating what i've just cleaned, not sure). What i was expecting - i'm depleting my physical energy and prob gain mental one (which is Will here or is it in energy as well?) so then i should rest before cleaning again. But suddenly i could clean without obvious negative consequences, so it's like easy choice - just clean everything, so in that sense prob stats felt not impactful because i was afraid to do things considering problems with energy but it just went through

Thanks for such extensive feedback! It's very appreciated and overall I really hope this game could evoke something emotionally that you'll be thinking about for a while afterwards.

That became more than a game experience already with history of comments and devlog for me. But game itslef gave me dark, sad mood which i appreciate sometimes including now

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You are welcome! :)

Also i forgot to mention last time that sticking to the wallls sometims feels too sticky and as i understood the only way to get down is to jump and don't touch original wall and potential close one, all of this can be really tricky sometimes while i think some button would be great for it - for example down button or mb double tap on direction opposing the wall or something like that. I was playing Super Meat Boy a while ago, i even found free original version (on flash - https://www.newgrounds.com/portal/view/463241), can be a good reference to do it, it felt more lively and intuitively right there even tho i prob remembering full game - https://store.steampowered.com/app/40800/Super_Meat_Boy/, but i've tried at flash version now and it's fine there, enough stickiness, can drop anytime. I understand that you have slightly different mechani - you are not sliding down at your game, so that's a big difference, but prob worth to consider

That balance between challenge and fairness is tricky to get right, and your thoughts are super helpful for me as I refine the level design.

Ye, i agree, difficult to find the right balance. I would say that in levels before 4th it felt fine what make sense - you had more time for polishing them, so i'm pretty sure you can do it, keep it up! Glad to help :)

Thank you for feedback! Ulockables sounds like a good improvement, noted. About trail behind - i understand it from ux perspective but not sure about blocking bullet part, it seems like a feature to almost negate bullets, so they become irrelevant but it worth prototyping i think, so i appreciate this

I read the devlog after playing and did not know your game before, and I felt the execution was pretty clean.
Thanks for kind words

I choose "let bullet time to appear (to not damage player at spawn)" as the one I approve the most. this make it more approachable to unfamiliar players. 
So then i really glad i did it in time because it was one of the last changes :) The purpose was to not suddenly spawn on top of player and damage him, ssems unfair for a game where i'm trying to go for skill expression :) As it seems from your message also helps new players, thats a nice bonus!

It's fine, i lose sometimes to non-moving player as well :)

I like idea from other comments about collectables with good effect, so prob will try to do something like that in the future, thanks for feedback!

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Thank you for your godlike feedback! :) I really appreciate you attention to details, i thought that i'm doing big texts, but you are just on another level :)

I value your tips about ui and art part because i'm not artist myself and just trying to follow common sense, these can help me to actually improve it more. Btw space theme was kinda happy accident, at first i was looking for foresty-mountiany background (just because i prefer that and i have arena somewhat castlelike) but could not find in the same style of art i've already had, but then i found skybox and used its textures for backgrounds, lol :)

Single player is noted, that's at least more appropriate thing for game jam. I'm with you and @DevaosX in the sense that i also sometimes lose to non-moving couterpart, so annoying, haha :D

"Score seems to go below 0 (currently at -2.5)"

Do you mean health or rating at Leaderboard? I'm assuming health because for rating i would be really surprised for this result because it demands a huge amount of games and even then it should not go below 0

Sound would definitely help, agreed.

About momentum, bump, bounce - ye, it still feels clunky to me, good to see another opinion on that. Wall bounce was another happy accident btw, that was a try to solve bullet reflection problem, but i did it other way, but i enjoyed bounce so i left it :)

Addition of good items also sounds like a good idea, mb it will be better soultion to force players moving instead of just bullets as it was dicussed at other comments

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Out of respect of your great feedback i've decided to give your game second chance (i'll reply on feedback later, wanted to play and prob reevaluate my ratings (which have happened) before rating time is over)

Some context before feedback:

I usually dislike visual novels, prefer more active gameplay, so i can be biased. First time i've tried game i gave up rather quickly because i couldn't go out of house for prob another gameplay and story feels like something i grew over from already

Just in the edge of balance of active vs passive gameplay for me is game i've discovered couple days ago, i think you will appreciate it as well so i'm sharing it - https://qwertyprophecy.itch.io/mortholme


What ending(s) did you get?

I've got next ones:

Obsessive Cleaner

Demon Hunter

Healthy Appetite

I did all the cleanings, the healthy meal and, as i understood, defeated all the demons encountered


What do you think is the overall theme and story for this game?

For me personally - how difficult can be living without proper support and under negative influences. How to try to find yourslef despite this and start to live your life instead of just exist


What emotions did this game make you feel?

1. Anger - in situation when i'm hungry i usually go for food not cleaning so i was feeling i can't express myself here, the same goes for first choices when you can't say yes

2. Sadness - music is similar to Mr.Nobody movie theme and dark tone of things gave me this mood for about whole game


Did you find any bugs or parts of gameplay where you were confused or felt stuck?

I was confused why i can't just go eat something, i was trying to find a way to do it but all i could do - watch tv or clean

Also i would like to have some more rough consequences from cleaning action or "right" decisions against demons, like you are becoming tired quickly or increase risk of breaking down on alcohol/cigarettes or summon other demons which can overhelm you now. As i see it - that's more slow process to find piece, cleaning the whole room in this state in one day feels like a miracle, i was going for steady persistent improvement at first (so not making bed - it will be resetted anyway but for fridge for example), i wanted to sleep after that but could not. But this is like the whole different concept probably, but wanted to add my 2 cents here

After i got to couch 2nd time at some point i've got "[undefined]" or smthg like that


You have a nice art, all in one style, recognizable, setting right mood. Especially i appreciate demon arts and their descriptions, the most unique part imho. I also like fonts, they are different, doing their job well (readability for big texts, attention to titles/ui elements)

Great music all the way, enjoyed every piece, most of them the one mentioned before

Was interesting to read also your devlog as some story itself :) Fighting with perfectionism and trying to finish first project - that's great :)

UI update was good - appreciate note-like look, also like that you have added visual progress from cleaning, i think that was important part to see results of your actions

Congratulations on finishing project!

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So checkpoints or back button as you have mentioned in other comment (also had this idea, wanted to offer you it today :) ) or other solution can help here imho :)


At the moment i was typing first comment i played only through 3-4, yesterday i did 3-5, 3-6 but could not get 3-7 from 3 tries. 3-6 is giving me a vibe of level 3-4 as well :) I also like 3-5 but it was pain to do it again after i moved box in unrecoverable state. I kinda disliked level 3-7, at other levels i feel that i can solve them by analyzing but here i can't cover so much, so i just was trying to bruteforce, 1st time was nothing got stuck, 2nd time i moved one box got stuck, 3rd time i got half of the board cleared but somehow could not progress :( I've tried to see if i can move boxes from any angle but i could not, at that point unfortunately i gave up but would like to see other levels especially in the style of previous levels, well done overall anyway :)

Player interaction was actually first intention as well, i have just tried to make something quick and that's only idea that came and was okish :) I will think about it when changing project, thank you for feedback!

Nice, thank you for info!

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Thank you, i will look at it :) As i understood for small scale games it's basically free? Do you have to add credit card for free plan?

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Level progress is saved correctly for me. I was talking about mini-puzzles in current whole levels, at least at start you can split it for several parts because they are independent from each other :) Like this at first level for example. This level is easy ofc, but if you have some places where you can screw up later on (moving box to unfixable state for example), it's frustrating to keep doing mini-puzzle which you have already solved, make sense?

Thank you for feedback! Yes, high amount of bullets is intentional to force player to move and push game to finishing point (because eventually bullets will be everywhere) :) Do you think it's better to give more air for players to play more or is it alright with my idea behind it?

Thank you for feedback! Ye, i wanted to add sounds as well but had not enough time for it :) Same for single player mode, nice suggestions!

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1. Level Difficulty (Does it get too hard quickly or like a certain level just confusing and annoying to complete)

1.5 was confusing for me, only at this point I've understood that i can rotate objects. At 2-2 i've realized that i don't want to continue because i don't feel like i control environment good enough, it feels like i have to play at cazino if i will proceed, but prob game is just not for me

2. User experience (Is the controls easy to use/intuitive or it feels weird and janky)

Contorllers for building feel a bit off, not intuitive to call them by LMB, no info about controls in-game does not help. Menu/windows are generally ok


I like your visuals tho and the concept imho have a good potential!

I'd like to know what players think. Should the game move toward a lighter, faster-paced approach or a more tactical, slower-paced approach?

My take is that it should be more faster-paced or at least it's better to have another objective(s) to do because now survivng is kinda easy - just run around. I would like to be forced to interact with enemies, controling them for good shot, but running does feel superior right now


Interesting idea of valuabe shot and nice visuals!

new level 4. I just released Level 4 in DualVerse 86, and I’d love to hear your thoughts!

It's not clear which object are permanent and which are not. I'm not sure that permanent world changes are good (moving columns) because it feels like you have to do everything without mistakes from 1st try, that's too rough imho and have really weird dynamic with checkpoints. Also i would really like to have abilty to watch around because some parts can be only hard because you don't see what you have further, not because you can't execute it


But i like game overall, you have a great music (both in menu and game, even credits :) ), nice ux/visuals and gameplay. Moving between worlds was fun and i like prince of persia style jumping from wall to wall :)

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What a coincidence to have another game in the jam with 17 entries with bullets mechanics going around you and also with leaderbords, haha! :)

Btw getting the same score at harder difficulty is confusing to me, was expecting more reward but you was saying that you want to separate leaderboards for different modes then mb it's ok

I was curious about what seems like online leaderboard, can you elaborate how have you implemented it? How do you store scores?

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Is it fun?

Mostly yes, but i would prefer to not stat from beginning everytime, if there are saves i can see myself play more but for now i only have played 3 times, 2 times i could reach 1st boss, 3rd time i had no patience and have tried to just add speed and use broadsword only, died before boss...

how is the difficulty?

Difficulty is ok, for me is just the right amount of challenge and not very hard, soit's motivating to progress

Did you beat both bosses? if not, what made you stop?

No, i've reahed 1st boss twice, first time i was not even using roll at all, second time i wsa but he was too unpredictable and his sword is so big that i could not run and could not figure out where to stay if i want to attack him as well. Minion that can heal him does not help as well, i have only so much focus there :)


Overall big problem for me is going from the start everytime, it is turning me off but otherwise i like game concept, visuals, music, so good job!

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General advice on how to build more features in less time would be good.
Doing things in 3D is very complex for me, and it seems like it breaks at every step from building to exporting.

I feel you kinda answered your own question - just don't do 3D at start if possible (especially at jams) :) Afaik godot is supporting 2D, just start there. Also if you are new to this, just watch tutorials and try to implement it first without video and if you have problem - then with. I don't think i can give you better answer than this - for doing it more in less time imho you need experience, just try things and you will make it, you are already on right track (practicing instead of only theorizing, you have a good improvement at this week already), good luck! :) 

Upd. I was thinking about it a bit more. Also a good thing to do at start is to lower your expectations and scope (especially at jams). For tutorials is better to have some lengthy ones (not for only one element) going from zero to release (at least from zero) so you will learn whole process. In parallel it's mb good to do your own projects tho, to practice solving problems on your own, but mb not focusing on it that much before you release couple of games from other tutorials

Wow, i've really enjoyed the game! I appreciate different aspect of movements and how can you improve when you know all of them (also pretty sick tutorial, i like so interactive ones). Only downside is when i feel that i need precise movement pattern and when it's difficult to do from checkpoint (at Course before 3 dots kinda hard imho), more freedom at this would be great (mb even alternative ways?). But core gameplay is great, music and sounds are also good, so just continue to work on it, should be cool :)


Btw do you mind to share how have you implemented leaderboards? I'm working on my own version but now i have only local ratings, would be cool to know how you did it

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Did you enjoy the minigames?

I've enjoyed paint, recreate object. It was cool to draw some stuff and move sliders

Typing code/sound (memo)/other text in current implementation is kinda neutral

I've disliked audio creation unfortunatley, not intuitive ui with asd, it's hard to get it right and does not feel satisfying to me. Also i feel that it's part that you cannot do quicker when everything else you can which is important for game theme of deadline

What would you change or add?

At recreate object i would remove or simplify color part, because doing color in RGB is not intuitive and that natural, mb black and white and 1 color? Alpha?

For audio creation - prob better to do QAZ or something like that so it will be not so confusing, or do it vertical, try to find a way to do it fast (same for sound (memo))

Mb would be good to make tutorial in calm environment (before jam in-game, no time limitations), so player could try all interface interactions beforehand (i wanted but could not because of deadline)

Also prob good to have ability to skip some tasks, for example if i can tank my sound rating, i could skip all this stuff. Also player don't have to do unfavorable tasks


I was confused about to-do list, i thought that i have only 3 tasks but then it was more, it was unexpected. Also i think i could submit my project even after deadline :)

Overall cool concept, very original and it's too good to evoke feeling of jam that it was stress inducing and i could not restart because i'm right after jam even tho chill one :) Not sure if it's was intentianal, prob good to check that. It was fun to try it out, i also appreciate your art, sounds, music, ui/ux, almost everything feels good and

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Would you enjoy more of this game concept?

Yes! I've really liked 1-, 2-move chess puzzles back in the days so i really appreciate you game because i feel it has essence of it. Even tho to get it fully i guess it would be good to have some saves or checkpoints or split levels to mini-levels because usually they are consisting of several mini-puzzles anyway. But if i need to restart while i've already solved mini-puzzles before it become tedious and frustrating really quick

Potential simple improvements:

* At level 1-4 solution was a bit confusing, not sure if intentional or not, mb should do "pit" more clear

* Music does not loop atm, pretty sure it can be solved by one checkbox somewhere

* At level 2-6 i could select enemies, not sure that it's intentional

* I was confused to not pick up treasures while moving through them at early levels, prob would be great to do that

* If some treasures are too easy to get and other level is main puzzle, prob better to remove them to remove teadiness to pick them everytime (even tho i really like solution 3-4, it was a bit frustrating)


I like your tideness, everything look clean and calm, ux was mostly great

Level 3-4 was a art masterpiece when i've figured it out, really cool, thanks for that :) I also like your take on level selection, that's a nice touch :)

Thanks! Yeah, i'm having fun right now, i hope it'll be this way)

For unity Ridigbody2d you can try to change "Collision Detection Mode" to "Continious" (https://docs.unity3d.com/ScriptReference/Rigidbody2D-collisionDetectionMode.html) mb this will help :)

And yeah, good luck!)

Sorry for late reply again, for some reason it's difficult to do it right away but it is always in back of my mind :)

That's sad, i would like to have this one complete, but it's fine if you are looking for more solid game idea

Right now i'm actually employed at gamedev as unity programmer, but it's been only two weeks so it can go either way. Before that i was focusing more on udemy courses than on jams, unfourtanately could not find more advanced stuff there, was thinking about other sources or just working on pet projects :)

Hi, sorry for late reply, i was really conflicted about your unity situation because i'm unity programmer myself and was thinking about helping you but i could not decide. Now i guess i can't actually do this, but mb in the future if you want any help of course

About seed cutting on in night - ye, i understand your point and i can agree, i was playing a lot not seeing wolves for a while but i was enjoying it anyway :) But that's a big part of the game so i guess it's ok to force playing at night. The only issue here imho that this is not transparent (at version i was playing)

How is it going tho? Are you working on this project now?

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Hello team which have created this great game :)

I'm here again after your update with my letsplays of your game :)

Warning - russian language.

Simple full walkthrough:


And kind of speedrun (red flowers abuse :) ):


I like that you have changed font, it becomes more readable, even tho i don't think that it's still readable enough. You have implemented interesting flower economy system, i appreciate smaller numbers but on the other hand it's kind of confusing at first, especially with pink/purple color which is also too close to red. I found it strange, that you lose half of money and all seeds except red ones after successful day. Also it's strange to have hidden mechanic when i get certain amount of all seeds if i have more than 14 red seeds if i caught it correctly. Can you explain it for me? Or this is a secret intentionally?

Other than that i like how you changed level design, so it's more convincing to explore whole level and it makes system which considers risk and give reward according to it. Cool that you have polished other aspects for example menu, day screen and etc. And ending ofc is cute :)

Hope to see more updates on the game! I will try to catch any major update

Unfortunately, in videos above i was playing on version which you had here about 3-4 days ago and not current one, can you tell me what's the difference? At a glance i didn't see big changes but mb i'm missing something

I'm glad to read that!