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nhih

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A member registered May 01, 2019 · View creator page →

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A very cool and honestly quite remarkable game. I'm definitely sure it will be one of Mark's Favorite, no doubt about it. I love every single second playing through this game.

I also love how the AI system work on detecting whatever is happening in the photo. I have a few guesses on how you did it, but congrats nonetheless.

There aren't much to complain, however, I do have to tell you a few things.

1/ Ctrl-Z (I think you know this already)

2/ The ideas are great, but this game idea is going be really hard to be publish as a full game on Steam. This boils down to a problem of not having much going for a game.

The gameplay is cool and people are going to sink their time editing. But without a compelling hook, it's going to hard to publish this game.

I really do look forward to see how you solve this design problem.

But if your goal is to make a fun game, the congrats! This game is super fun.

Overall, a really fun game. 9.5/10

Ideas: 9/10

-Fun: 10/10

-Potential: 8/10

(Unique: 10/10)

Excution: 10/10

-Game Feel / Polish: 10/10

-Game Flow / Difficulty: 10/10

A very unique and cool puzzle. The use of overlapping cameras and display are fascinating. I love a few puzzles, like the trees one. It really blows my mind of one how it works.

However, I also want to point out a few challenges on making a puzzle game like this.

1/ Understanding.

A puzzle game is built on the understanding on how two things work, and then let the player combine them togethere to find the solution, the so-called 'aha' moment. 

Therefore it is important to understand the concept or underlying working of something. The harder a concept is to grasp, the better a tutorial should be for the player to understand it. And for a game like this, the tutorial should be extremely polished and thoughout.

(Imagine Baba is You, or Viewfinder without the first few levels.)

The concept of viewpoint and overlapping display are inherited simple but hard to grasp, because there are too much moving part in a single puzzle. For example, in a multiple display setting, how a part behaves after moving a display is hard to graps because when you move something, a lot of other things shift.

I would love to see how you guys tackles this design problem.

P/S: Including a math problem in a puzzle is generally fine, but your tutorial really need to improve so that player

Overall, a solid puzzle game. 8.5/10

Idea: 9/10

-Fun: 8/10

-Potential: 10/10

(Unique: 10/10)

Excution: 7.5

-Game Feel / Polish: 9/10

-Game Flow / Difficulty: 6/10

(1 edit)

This is an extremely polished and fleshed out game. I love the mechanic and the way levels are build around. The character feel responsive and floaty (in a good way). The environement is meticulously crafted, and very detailed. A lot of attention is paid to small details like different landing sound and tiny effects here and there really make the character feels alive. I think you guys have done a really good part in that.

The mechanic is really unique and offer a lot of potential for a puzzle platformer.

I want to point of a few potential problems (They are just nitpick, really).

1/ The control of the light: 

The way you move the light around (in normal walking mode) feels a bit trippy (or not very fluid, unlike when you are rolling).

This is something I would love to hear about your design decisions, why you choose it to be that way.

2/ The inclusion of the mobius strip as save point.

The mechanic related to loop, I understand, but the inclusion of the mobius strip as a save point is a bit out of place.

3/ The visual cues

At the beginning, when you first fall into the hole, there aren't much visual cues on what to do, especially the save point, since it's covered in darkness and look the same as your surrounding. I fumble around awhile until realizing what's happening. I think a straight forward tutorial maybe of help.

Again, this is a part where I would love to see which design decision your team decided to take.

Overall, a very cool and mechanically interesting game. 9.5/10

Ideas: 9,5/10

-Fun: 8.5/10

-Potential: 10/10

(Unique: 10/10)

Excution: 9.5/10

-Game Feel / Polish: 10/10

-Game Flow / Difficulty: 8.5/10

P/S: When I restart at the first looparound, or the first breaking boxes fall. It forces me to replay the game, which is not nice.

A very fun iteration of Vampire Survival. I like the polish the game, it feels quite nice controlling and killing enemies The Arts are fairly good, too.

However, I want to point out a few things.

1/ Polish: A bit more polish may be needed.

2/ Game Mechanics:

The reason why Vampire Survival is fun, is because you can figure out different synergy with different combination of weapons. And also seeing lots of enemy dying.

However, with a roulette, there are no way to test out different synergy and there aren't enough enemy to feel great defeating them.

So, I want to present a question, why a roulette to choose weapon? For what reasons is the mechanic there? Are there any implication for its existence?

Answering these question may take your game to another level

Overall, a pretty cool game. 5/10

Ideas: 4.5/10

-Fun: 6/10

-Potential: 3/10

(Unique: 5/10)

Excution: 5.5/10

-Game Feel / Polish: 7/10

-Game Flow / Difficulty: 4/10

Thanks you a lot!

An interesting and fourth wall breaking game. I love how you use Mark Brown and the itch page itself. It is pretty funny.

However, I also want to point out a few things:

1/ Polish: I don't feel good attacking enemy, there are not enough juice (Screen shake, stop frame, etc.)

Overall, a fun experience. 4.5/10

Ideas: 4.5/10

-Fun: 6.5/10

-Potential: 2/10

(Unique: 9/10)

Excution: 4/10

-Game Feel / Polish: 4/10

-Game Flow / Difficulty: 4/10

Haha, true, I could have gone with another ideas. 

I would say my original ideas are align with theme, but the scope is too large and when I rescope, the theme is gone.

So thanks for your feedback!

Glad you enjoy it.

Haha, pulling all nighter is all it takes.

Thanks for your kind words!

Thanks!

A very solid game! I love the ideas of loop and shooting aliens outer space. The artworks and sound effects are incredible.I love the title screen art piece.

However, I also want to point something out:

1/ Key Binds: Fairly simple to change

2/ Gameplay: 

a/ Lack of Control: Since you are traveling in a orbit, or a loop, you have no way to shoot the enemy before they attack your base.

This leads to a frustration in the player when they get punished by something out of their control. There should be some mechanics or things to prevent this.

Overall, a very solid game. 7.5/10

Ideas: 7.5/10

-Fun: 7/10

-Potential: 8/10

(Unique: 7.5/10)

Excution: 7.5/10

-Game Feel / Polish: 9/10

-Game Flow / Difficulty: 6/10

A cute and interesting puzzle platformer. A love the mechanics and the cats are cute. I like how you interesect transforming and looping into a game. Also, a very polished game, the music, sound effect, background. The cat movement feels extremely alive.

However, I want to point out a few things.

1/ Movement:

The game movement feels a bit trippy and off sometimes, especially when you are standing on top of another cats.

Also, the game is floaty and unprecise when you are moving on air, which is something you may need to improve as a platformer.

Sometimes, I doesn't feel like my intention is being read by the game. And more like the game is buggy.

2/ Levels Design:

There are some levels which doesn't need to use any of the core mechnics at all, even outside tutorial levels. 

Try to introduce new mechanic while also try to make the puzzle about the shape shifting and looping.

Overall, a very cute, fun and solid game. 8.5/10

Ideas: 9.5/10

-Fun: 9/10

-Potential: 10/10

(Unique: 8/10)

Excution: 7.5/10

-Game Feel / Polish: 8/10

-Game Flow / Difficulty: 5/10

P/S: I know my replies are a bit overwhelming. I do have a soft spot for narrative driven game and am very critical about them.

Please take my words as a grain of salt and uses this to fuel your future game.

Congrats on finishing the game!

I love the way your dialogue between two character and I certainly did have fun playing through it.

Though I have a few feedback on it.

1/ Polish: The game isn't too polish, which is fine for a game jam. But it would be nice to add more polish to your normal actions and dials back on some special effects.

Effects should be used for a purpose and not because they are cool.

2/ The Narrative: 

A/ The Hook and Promise

I am definitely hooked by the narrative promised at the start and the first puzzle. However, as I enter the second puzzle and experience the rest of the game. It feels disconnecting to the promise.

At first, I though the PC (me) would try to figure out how to escape, not murdering the wizard. Which is considered in literature or story telling as something to avoid, as betraying your initial premise usualy doesn't lead to a good sastisfactory playthrough.

B/ The Connection to the Gameplay (or Ludonarrative Dissonance)

The gameplay makes me feel powerful, and not being trapped by this scary wizard told from the start. It doesn't make me feel smart of outsmarting the wizard (Credits where credti is due. In the first puzzle, that part is very well done and makes me feels smart).

My advice is to dial down the violence and try to make a game more toward outsmarting the wizard.

//

Overall, a pretty fun story-driven game. 4.5/10

Ideas: 6/10

-Fun: 6/10

-Potential: 6/10

Excution: 3/10

-Game Feel / Polish: 2/10

-Game Flow / Difficulty : 4/10

True, thanks for your feedback!

I do feel the Emotions mechanic is doing the heavy lifting right now.

I put on the credit!

Wow, yea, that sound about right.

Thanks you for kind words :DD

A very fun and interesting game. I love the idea for the game. I can definitely find myself playing this game over and over again to get a higher score. The music when you score is also sastsifying.

However, I am oblige to point out a few things:

1/ The Visual: There aren't much visual cues to how the game operate and the text also doesn't help much.

2/ Polish: The game still lacks polish.

Overall, a very fun game with a lot of potential. 7/10

Ideas: 9.5/10

-Fun: 10/10

-Potential: 9/10

Excution: 4/10

-Game Feel / Polish: 3/10

-Game Flow / Difficulty: 5/10

An interesting metroidvania game with a twist of being a stuck inside a loop.I like the concept of bringing back items to help your future self out. And the spinning sprite are pretty cute.

However, there are a lot of things I want to point out.

1/ Character Movement: The walking movement feels robotic since it starts and ends abruptly. While the jump feels very floaty, both of which are in direct contrast to one another. Which is not good, you want the game to have as much coherent as possible.

I recommend checking out GMTK Platformer Toolkit

2/ Level Design: As cool as the concept it is, the level design and the timer is very punishing, and a lot of the level are fillers. They don't provide any guidance and are only there to lengthen the time it takes to travel. All good levels designs have hidden meaning behind every single items in it.

3/ Polish: The game aren't polish as of right now.

Overall, a very cool idea. 5/10

Ideas: 7.5/10

-Fun: 6/10

-Potential: 9/10

Excution: 2.5/10

-Game Feel / Polish : 2/10

-Game Flow / Difficulty : 3/10

A very cool and feature-rich game. It's like a bastard child of Doom Eternal, PUBG and Car racing. I like the concept and loads of features. I can certainly see a lot of effort being put in the game.

However, I want to point out one critical thing:

1/ Polish: The game lacks a lot of polish in every way possible, which is something you should think about.

An advice I would like to give is, 1 day of making the game and 2 days of polish.

2/ The goals, or the score, aren't tied to each other. 

For example, the two systems in the game, the killing cars for point and racing to the circle. They have no interconnection with each other, which trivialize the other when a person only wanted to play a certain way and not the others.

Overall, a very fun concept and idea. 6/10

Ideas: 9/10

-Fun: 9/10

-Potential: 9/10

(Unique: 10/10)

Excution: 3/10

-Game Feel / Polish: 2/10

-Game Flow / Difficulty: 4/10

Amazing game! A very fun and cool puzzle to play! I love the way the seemless intergration of the theme into puzzles. The music and art styles fits well with each other.

However, I want to point out a few things:

1/ Please make it possible hold down a button

2/ Please make a wait button and you can hold it down to accelerate

3/ I feel very lost in certains puzzles, because my pasts self keep interrupting (activating a trap that I have no idea how to untrap them)

Overall, an amazing game. 8/10

Idea:9/10

-Fun: 9/10

-Potential: 9/10

(Unique: 6/10)

Excution:7/10

-Game Feel / Polish: 8/10

-Game Flow / Diffculty: 6/10

A very cool auto-battler game with an interesting twist to it. The upgrades feels like good ol' rougelike. The arts are fitting to the game, The sound are very responsive, thought I do recommend adjusting the pitch a bit to not feel too repetitive.

However, I am compelled to point out some things.

1/ The Game Loop: The reason why most people play auto-battler and rpg or rougelike is a sense of progress, or feeling of expressing your creativity (Balatro and Slay the Spire).

2/ The Punishment: The game punishes the player for not preparing well enough to battle boss by deleting one character, which is another progression

It also punishes the player by reseting their progress when they choose to go to the blacksmith.

3/ Polish: The game, while polish, still lack in a few department. For example, I can't feel anything when I kill the enemy goblins or my goblins died. There should be some impact upon their death to make the game feel more alive and interesting. It lacks juice, tldr.

//

There are no direct, elegant solution i can give you, however,  I can certainly give you my suggestions.

1/ Don't restart the player whenever they go to the blacksmith, it only makes the games feels grindly. I understand the nuances you want to player to make when choosing to go to the blacksmith. However, you also need to note that this create a sense of boredome when they need to go through another 50 fights or so to get to enough gold to upgrade. 

2/ Add more stuffs or make the player feels the impact of their decision rather than just a text of, 'You died, your goblin is dead.' That never feels great.

//

Overall, an interesting game. 7.5/10

Ideas: 7/10

-Fun: 6/10

-Potential: 7.5/10

(Unique: 8.5/10)

Excution: 8/10

-Game Feel / Polish: 7/10

-Game Flow / Difficulty: 8.5/10

A very interesting and charming concept for a game. The pixel arts are really cool, i love them. I would love to take a peek behind the physics of this game, I feel like I'm going to get a Bachelor in Physic if I do.

However, I want to point out a mayor problem with the game.

1/ The Solution : For a few stage, The solution for a puzzle game must make a player feel they are smart for figuring it out. However, some puzzle here require pixel perfect placement to solve, or it feels like so. Which is a mayor problem for the game.

I think with a better difficulty spanning and a better tutorial overall. And with a lot of polish, the game can be really fun and unique to play around with.

Overall, a pretty interesting concept with a lot of potential. 7.5/10

Ideas: 9/10

-Fun; 8/10

-Potential: 10/10

(Unique: 10/10)

Excution: 6.5/10

-Game Feel / Polish: 6/10

-Game Flow / Diffuculty: 7/10

Thjis is an awesome game. It feels alive and responsive. Also the artworks are amazing, sound too. The spins the wheel mechanic combine with deck builder is certainly very interesting and unique.

I love how there are a lot of nuances the deck building on how to approach an enemy group or a single one.

However, I have a new suggestions:

1/ Player Control: It feels really hard to control to the player to do what you want. It feels a bit slippery sometimes and a bit uncontrollable.

2/ Depth: I just spam the stop button to deal the damage or heal without actually looking at what i am getting, most of the time.

These can be improve by adjusting the how fast the spin rolls and such.

For example, The wheel can be slow at first for more fine tune control, but there can be an upgrade, where you increase the speed.

slower means longer to cycle through your moves, but also gives the player more control. While faster make you cycle through your moves quicker, but harder to control.

I think the player should be able to choose the style they want to play, that is my opinion only. If your vision is to make a high speed game, then take this as a grain of salt.

overall, really polish and fun game. 9/10

Ideas: 9/10

-Fun: 8/10

-Potential: 10/10

(Unique: 9/10)

Excution: 9/10

-Game Feel / Polish: 9/10

-Game Flow / Difficulty: 9/10

(1 edit)

A very interesting and fun platformer game. I like the use of constast black and white color, and the interesting mechanic of the portal. The bunny looks cute.

However, I also want to point out a few things.

1/ Control: The bunny feels a bit off here there, the run is stiff, but jumping and turning is a bit floaty, making the character feel a bit inconsistence.

2/ Animation: There aren't much animation for when things are happening (most importantly, the portal)

Since the portal is the central part of the game, it would be nice if there are more juice to it. 

Overall, a fun and solid game. 8/10

Ideas: 8.5/10

-Fun: 8/10

-Potential: 9/10

(Unique: 7.5/10)

Excution: 7.5/10

-Game Feel / Polish: 6/10

-Game Flow / Diffculty: 9/10

A really fun game that play well with the theme of 'Loop'. It is pretty fun. I like the sound effects and the controls. The game play loop is also interesting, 

However, I also need to point out a few things:

1/ Polish: the game, while mechanically fun, still lack a general polish to it. There is feedback when you collide with objects, but it is in my opinion, still lacking.

For example, when you collect something, make it clear with not just audio, but also visual. And make the score looks more responsive, like when I do something to score, it flashes a bit.

2/ The looping rings at the start, when the game is slow, is okay. But when the game ramps up and start getting faster, it is really hard and confusing for me to accurately know what I am doing. 

Overall, a pretty fun and potential game ideas. 6.5 / 10
- Ideas: 8 / 10

   + Fun: 7.5 / 10

   + Potential: 8 / 10

   + (Uniqueness: 5 / 10)

- Excution: 4.5 / 10

   + Game Feel / Polish: 3 / 10

   + Game Flow / Difficulty: 6 / 10

Sure, no problem, you can leave my name there.

To be honest, using Balatro game style is just a rust for the story hidden behind the numbers on the screen.

Though I do not enough time to excute on all of them.

I agreee there should be more personality, but all great game start from modifying a tiny bit of the original one, don't you agree?

Oh, sorry for the pixelated arts.

It depends on what the juice is, to be honest.

I am not refering to juices here as needless effects on the screen, but more long the lines of effect that enhance the player's experience.

I am total against adding effects for the shake of it alone. 

Have fun on your dev endeavours!

I love the simple but beautiful artstyle, absolutely stunning, the music also really fits into what the game is trying to tell. 

The way you guys intergrate the theme into your games are also really interesting, using year cycles and bears' hiberation cycles

However, I also want to point out a few things.

1/ Polish: The game lack a lot of juices. Visual cues and little details that enhance the experience.

For example: Using a card doesn't feel sastsifying because it disappear immediately. I can't feel the impact, the weight behind my action.

Sprinking a lot of juice in a game to make it feels alive, rather than simply playing with a bunch of numbers. Polish is 80% between a game being good and bad.

2/ Clean UI: While many of your icons are pretty simple to understand. A newbie may feels them overwhelm. Implementing a popup hover can be good here. 

Try to think of the player when making a game. The less needless friction, the better.

3/ Clear Goal: The only goal we have is to survive, and nothing beyond it. And this is also not clearly telegraphed to the player, making the gameplay less engaging.

a/ Negative Feedback Loop: Implementing a NFL (the ever decreasing hp bar) is an interesting choice, but can also lead to reducing the already low engagement.

4/ Mechanical Depth: The player has 2, or 3+ choice whenever they want to move. How impactful are those decisions are?

In a deck building game, especially one where your cards are randomized. Certain player decision should be big, impactful to keep the player engaged. The flow of your game mechanic are stall and unchanging, leading to a disengagement from the game, no matter how interesting it mays sound.


Overall, beautiful game. 7/10 (+2 from the arts)

I'm impressed you noticed those narratives!

I'm quite troubles because the theme implementations are very hidden and only by playing for a while do you realize it. So I am quite surprised you noticed it.

This made my day :DD

The thematic implementation is as you say, but there is also a bigger one. That is regardless of what you do, a person always turns backs to a loop of familiar activities.

No time to make a tutorial unfortunately. (And I also made bad tutorial ;-;)

Thanks for your respone!!!

A very good first game for a Game Jam. I love your ideas and the potential story ahead.

However, I want to bring you to attention of some points:

1/ Polish: 

a/ Character: The PC feels like a robot, refer to GTMK Platformer Guide to make the character feel better.

In a platformer, how sastisfying your character feels are everything, so focus on improving it. The simplier a game mechanic is, the more polished it needs to be to compensate.

Add more responsive control: Particles when landing, running. The body shrinks when jumping, rtc. Make the character the player are controlling feel alive.

b/ Level Design: There are no visual indicator on what will appear next. It can be extremely frustration to die to random spike appearing nowhere just before the exits.

The latter levels are too long, which make every fails worst. Also, the camera is too small to captures all obstacles the player needs to mindful of.

c/ The Camera: Making a better use of Camera is also covered in GTMK Platformer Guide


Overall, an idea with a very good potential. Try to not be demotivated and improve upon it. 6.5/10 (+1 for intriguing story hook)

An interesting idea and story. The Artwork and music are bangers and I enjoy the mysterious atmosphere very much. I also like how you intergrate the theme into your project, being in a literal 'fur-loop'. Also, the PCs are very cute. I want to pat their head so much. The background of the lab is pretty interesting, too.

However, there are a lot of drawbacks I want to point out (pardon me a bit, I am a bit harsher on story-driven game as an aspiring author myself)

1/ The basic movement feels great. However, when it comes to the parkour physic, it is a bit janky at time.

2/ The story are extremely slow due to bad pacing. After the third loop, I almost lost all motivation to continue.

Example: Up to meeting the machine, everything is okay, intriguide establish. However, after dragging through 3 loops blindly without any clues, I feel no sense of progress at all.

Remember, in video games and writings, progress is what mostly people are here for. Without progress, a masterpiece can turn into a very dull story.

A story beat should be included after each loop.

3/ There are no clear reasoning behind finding each other or the parkouring to find the [Break], except only to serve as a game mechanic.

Story-driven games should use mechanic to drive its story, not the other way around. The world, the game mechanic, and even the character contributes to the feeling of the gamer interacting with the story.

For example, if you want to evoke a sense of lost, rather than making the cave vast, you can make the path shorts but annoying to navigate. 

4/ Lack of instruction: Up to the machine is fine. However, the area after that lacks the intuitive design of the first area.

I assume you want to make the game has a mysterious feeling to it, or perhaps a sense of lost due to the character lost each other at each loop.

It takes me a while to understand I should use the loop on the break stuff. Perhaps showcasing it when they use it the first time will help.

The lack of instruction also contributes to my waning interested in finding the breaks, because I have no idea why is that for.

5/ Environmental Details: If you make one area extremely detailed, and other placed barebone, the players will notice that. Environment is also a key tool to convey a story in a game, so don't skim on it. If decorating the entire cave is impossible, reduce the detail in the lab and vice versa.


Overall, a very great premise. Banger music and artworks.

Don't be demotivated by this, however, this is after all my own opinion, always take it as a grain of salt and keep to yourself what you need.

I look forward to see its improvement. 7/10

A very fun game to master its mechanic!

The music and sound effects are an absolute banger! Like holy, the moment I hear the first note, I feel like an rpg hero. The Arts really fits the game as well.

However, there are a few things I want to point out.

1/ Lack of Polish:

a/ The Character: The simplier the mechanic, the more polished it needs to be to balance it out. Make the character sways when moved, create particles, add shader, add screenshakes, explosions, etc.. Pull all punches to make the character sastisfying to control.

b/ The Enemy: There are also a lack of visual cues on the enemy. What are their targets, which direction they are moving? How fast are they moving?

You can telegraph all of this by adding the correct amount of animation, particles and effects.

Also, add explosion or something when the two character explode. That is also a good start

c/ The Environment: Make it clear that the character can't touch the border by coloring it redder, or make it looks pointy. Again. Polish

Overall, it is a pretty unique experience. 6/10

The music is absolutely banger,  very crisp and imediate feedback whenever something happen on the screen. The Arts are also pretty cool.

However, beware of some stuffs:

1/ Since you have no control over the character, the shooting feel responsive and sastisfying beyond just simple sound. Animations, Particles, Shaders.

The simplier a game mechanic is, the more polished it needs to be to gather attention.

2/ The bullets are unprecise and there are no visual indicator to that, I stuck spending 1 minutes pointing at a stationary zombie yet no bullet hit.

Overall, the game need a better polishing. 3/10

Right. I was intending to write fully detailed report, but I was too absorbed playing to actually notice.

I will leave the good parts aside and focus on the part I think can be improve. (There are too much good points to point out.)

1/ The Difficulty: While the mechanic is the type of simple to understand and hard to master, the lack of the path between them hurts the game a bit. Not to be point of frustrating like many others. 

A good tutorial can be where you give the player small planets for them to figure out the timing of the flights (because small planets have smaller force).

2/ The Goal: There is a lack of clear goal in your game.

Let me clarify: I assume from your design that you want to player to aim for higher scores and fuels to survive. 

However, be aware that this type of gameplay doesn't really signpost the progress to the player, and thus creating a gap between engagement and boredome. 

Because the gameplay is difficult, and there are no sense of progress that the character is clearing making (passing a level can be a progress signpost). It is extremely hard to keep the player engage.

3/ The Camera: (A very minor gripe)

The Camera, from its follow of the mouse, I assume by design you want the player to stop and plan their route ahead.

But, the movement of the spaceship and the overall feel of the game is fast. This clash with the slowness of the camera.

Furthermore, when you try to chain, or weave, between planet. The lack of a clear view can be very frustrating.


I think that is all. Let me say it again, you game is extremely polished for a game jam, you should be proud of it. 

These are only my opinion base on the analysis of my games and others, so take it as a grain of salt. Think for yourself and take what you need.

That's all.

I love the audio of the game, I can really hear the impact of the dragon jaw attack and pot breaking. The arts are also beautifully drawn.

However, I want to point out a few things:

1/ The game has a very simple premise: Circle enemy and snap pots. With such a simple mechanic, the game must feel good to play as a tradeoff. The game lack a certain polish.

For example, the dragon feels sluggish to move and doesn't seem obey my command at times.

Also, while the dragon attack animation is good, there are no other juice to it than sound. Maybe spawn a simple shockwave when it snaps its jaw.

Third, the enemy attack is not clearly telegraph and feels a bit clunky when I collide with them.

Overall, the game while fun lack polish. 6,5/10.

A very fun sandbox. a bit sad that there aren't a better tutorial or more levels. But as a fellow developer stuck in the same situation, I feel you.

There are a lot of works post-jam to make the game as simple to understand as possible.

Thanks for playing regardless!

Thanks a lot for your respone! I put a lot of effort into polishing it, making me unable to finish the level probably (lol).

I do agree I need a better tutorial.

Holy crap. The game feel incredible to play. From the snappy respone of your input, to the little details like the crt and the animation really add to the feel of the game.

An extremely well done game. a simple idea excuted to most perfection.

I would love to see this idea being expaneded more in the future. 9/10