I really liked this idea and the ambiance of the game. It reminds me of hunting for memories in breath of the wild. The title screen is cool too. The few frustrations I had were mostly with controls; I wish it were a bit quicker or smoother, for example it would be nice if switching to the camera was quicker, or if walking started instantly when the button was held instead of having to hold it for a second. I also found it a little frustrating that I couldn’t look around in walk-mode, because it meant I had to make lots of little back and forth adjustments, and since the mode switching was slow this made it take a long time to find the right position even if I was roughly in the right spot. Overall pretty fun!
nomelu
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I liked the back and forth of looking around for codes or keys and then finding the doors. I wish the different types of doors maybe looked different, so I wouldn’t have to check each one every time. It would also be nice if the interactable objects like crates were a bit bigger, I didn’t realize at first I could go interact with them.
I really enjoyed the music and the vibes right from the start. The traversal between islands in that Indiana Jones map-style was really good. I also enjoyed the mask swapping noises haha. I did get stuck once when the oar drifted out of the escape area and I couldn’t exit until I went and got it back again. It also took me a while to realize you could lift the rocks to climb them, although I wish the jump was high enough to get ontop of the rocks no matter what position they are in, instead of having to position it ever so slightly to be able to jump high enough to climb a smaller edge of it. I almost quit on the beast mask level until I read another comment here which helped me. I also had to give up on the purple rock level because I couldn’t figure out the right combination of switches. Overall I really enjoyed this one, good job!
Really cool survivors-style game! I like the art, the eyes following you on the menu was cool. I also like the huge skill tree, but I wish I could zoom in or out. When the mult got high enough, the darkening around the edges blocked the health bar, which forced me to stop my mult in order to make sure I wasn’t running out of health. I also had a lot of trouble balance-wise, where if I focused on damage then I ran out of health too quick, but if I focused on health then I just ended up with a big crowd I couldn’t kill. Good job overall!
Fun game! The idea is cool, the art is awesome, the music and sound design really set the tone and ambiance. I’m surprised at how smooth it ran even at the very end too. The only problem I had was on the buy upgrades menu, it was difficult to click upgrades sometimes (I think either the mouse was shifting without me moving it, or the hover tooltip was blocking it or something, I had to pixel hunt and spam click to try and buy any upgrades). Overall really fun, good job!
I think the big thing would be to increase clarity. For example a label at the top of each menu so you know which menu is open (like “choose a production” or “choose a building” or something). Similarly the “tile selection” button doesn’t really look like a clickable button when compared to the “create cell” button. And when opening a building’s menu, having it’s current production already highlighted would be nice, because its hard to tell what a building is producing if you forget. A farm that does not have a production chosen yet also animates the same as if it was producing.
The other big thing I found is that it takes a lot of clicks to do something. For example, 1 click to highlight a building -> another click to open it’s menu. Since there currently doesn’t seem to be a reason to highlight a building other than to open it’s menu, it might as well be one click opens the menu (Also if I open a farm menu, but then click an envelope tile once, it looks like I have the envelope selected but the menu that is open is showing the farm). Similarly, say, to buy a new apple farm on an empty square then close the menu its 7 clicks (select tile -> click tile selection button -> farm -> click farm tile to open it’s menu -> click apple -> click tile selection button twice to close menu). Since the only reason so far to left click an empty tile is to put something there, and once you buy a (T1) tile you probably want to assign it a production, this could be 3-4 clicks (click empty tile opens buy menu -> click farm to buy it -> click or maybe auto open farm menu -> select apple, which could auto close the menu once selected). Auto closing the menu once selected would also stop problems like being able to click to buy a farm multiple times in a row and losing money, even though you’re only building a single farm.
I also couldn’t place any T2 stuff, or delete them if I accidentally clicked the create cell button.
I think the core idea is really interesting and the art looks good, I think if you felt like fixing those after the jam it could be a fun game, and if not, then I look forward to playing your next game :)
I really enjoyed this game, finding spots to fit the tiles together was very satisfying, and I got really sucked into it. Not being able to rotate the tiles added a nice challenge. The UI and menus were very well polished, the scrolling background is a nice touch. The music nicely suited the vibe of the whole thing. I liked that when you click off the screen it auto pauses too. Having a tutorial was also nice. I wasn’t sure what the shuffle tiles button did at first, it might be good to have text when you hover over those, as appears when you hover over the main tiles. Sometimes the font was a bit hard to read too, for example on the tutorial page that talks about the green and red tiles, the word vervid(?) was hard to read. Fun game!
Fun game! The comedic timing of stepping back for the first time worked really well. The main menu was super polished and the animations were nice. I liked doing the spreadsheet minigame. I found that you can hold spacebar instead of mashing on the credits, and you can just copy paste emails. It would be nice to having a settings menu, I could barely hear the audio and it would be nice to turn off the coughing noise in the office. The progression felt a bit slow however, I almost gave up before reaching the later expansions. It would also be nice if you had health in the game, running around for a few minutes collecting coins and then dying to a single hit felt bad. Maybe a health expansion :p overall funny idea and well executed!
Cool idea! It took me a while to realize what the white edges meant. It would be nice if there was a persistent way to tell which edges are loops and which edges will take you to the next area, instead of trying to remember. I got stuck on “Press E to interact” which didn’t seem to work. I thought I soft-locked myself accidentally pushing the pumpkin too close to the gap on the left because I couldn’t push it to the right anymore, but I felt really smart when I pushed it down the gap and it fell from the ceiling!
The starting screen is really polished, I like the custom pixel art splashes, the scrolling title screen into the game start, the music all fit the vibe really well. Its cool zooming out and seeing the huge forest and the pixel art is really nice. While the minimal UI looks good, even with the tutorials it makes it hard to tell what to do. I thought it was more of a chill, expand-at-your-own-pace just for fun kinda vibe and not a strategic game that you could lose. I didn’t understand why it was resetting at first, it took me losing a few times to realize I was trying to meet the goal at the top and that I was expending the leaves strategically as a resource to do so. Some of the tutorials also did not work, I had to click around and pixel hunt to get past the “collect mushroom” one, because clicking on the mushroom like the text said, did not work.
I really enjoyed the art and the story had a good tone to set up the game. The music felt like a nice match for the frantic leaf collecting. I didnt realize the ground leaves didnt count until i finished my first round with a score of 5 haha. I also enjoyed the stretchy arm, but maybe limiting how far it could reach would give you a reason to run and jump around vs standing still and just clicking. Adding a theme (even a simple one) to the buttons could elevate them to match the rest of the art. It would be nice to see the previous highscore too.
Fun game! I liked the chill vibe and expanding the island was cool. I liked that the crops grew quick too, and it was nice to be able to hold down the mouse and drag to water/plant many at once. The camera was smooth which looked nice but it was a bit dizzying sometimes when you mouse down to the menu at the bottom. I also wasn’t sure what sell grass did at first, I thought it was to remove land you’ve already placed. When you get later in the game it would be good to have a buy multiple seeds option so you don’t have to click a hundred times. Fun game!
I enjoyed merging the leaves and feeding the monster! I found a good technique was swirling the mouse one way and then reversing the direction to merge a bunch of leaves. I wanted to find out how big I could make the goo but my hand got tired. Maybe if the rake was stronger or I could hold down the mouse and attract leaves that would help. I also liked the leaf man as the final tier of leaf, that was a fun surprise. Sometimes the size of the leaves got in the way too, for instance I had two big leaves almost touching, but a few small leaves in the way meant I couldn’t quite merge them. Fun game!
The exponential growth is a really cool idea! I love idle games and could see myself playing more of this. I couldn’t quite figure out how to make pumpkin pies, even though I had pumpkins like the recipe said and I was telling the frying pan tile to make the pies (I think, the interface wasn’t super clear). I also wasn’t quite sure what effect the different seasons had. The core concept was pretty fun still, even if the interface can be confusing.




