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oldflowerGames

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A member registered Oct 04, 2021 · View creator page →

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Thanks so much for your very kind words!! 💚

Regarding the void building, there are actually two ways to make it go faster! You can click in time with the music to speed it up (based on the metronome in the top left), or if you prefer not to use that feature, you can toggle it off and get a flat speed bonus.

We’ll look into ensuring the game keeps running while the tab is inactive – on our end it is working, but web builds can be finnicky for this sort of thing.

Thanks again for trying it out! We can’t wait to share all of the new content in the full version.

hey, thanks for playing! that's a good question. in this game, you can think of it like the word "Angel" refers to a job title. only the people who work in the "office of Heaven" are Angels. so the monsters are not angels, their design was just inspired by that lore. we call the monster form "Seraphs" instead. they are more like mythical creatures with their own unknowable wills and powers.

thank you so much! we're an artist and a musician at heart, so that compliment means a lot 🎨🎵 p.s. the music will absolutely be part of the full release!

thanks so much! we don't know about any special sauce, but we're certainly grateful for the comments, haha.

thanks so much! and congratulations on that sweet cheese!! ahaha 🍕

Thanks so much for playing! The "wave" is the game's main prestige feature, appearing every time you restart to gain skills. We liked the idea of a biblical flood that wipes the land clean (Noah's Arc/Mart also appears afterward, as a hint toward that flood).

https://oldflowergames.itch.io/angel-clicker

🪽 Help an angelic architect defeat Hell in a Soul-Catching Contest❗An incremental clicker (w/ optional rhythm elements!)

🪽 A chill, lighthearted game with handcrafted art and music.🎵 Currently still in development, and will receive updates into 2026.

Hey, thanks for commenting! That's a good thought. For this first release, we definitely wanted to lean on the forgiving side, in the spirit of fun. But we'll definitely take a look at its spam-ability in the future. We are planning on expanding the amount of areas in the game where you can do rhythm stuff, too.

We really appreciate you saying all of that! The things we like to make are kind of weird, but we work hard and care about them a lot... Thank you so much for your support. We'd be delighted if you were able to play Emblems someday, and are very happy you thought to check our page for other games! Emblems is our longer-term project which has been going on for a few years. We wanted to take a couple of months away from it to create something shorter, but we'll be going back to it soon. We are doing our best to enjoy the process hehe, although it is a lot of work. Best wishes, and thank you again!!

Oh my goodness, thank you so much for streaming our game!! 😸 What a delightful video!

We're so happy to hear that you enjoyed the artwork, story, and gameplay. We are only two people, and we like to make weird creations, so we are extremely grateful when our intentions are able to reach others like this...

Yes, the Angel at Noah's Mart is just meant to be a sort of companion that helps you reach the goal more quickly. We are thinking of having a different variety of animals in the future.

I tried to leave a comment on YT, but we apologize you were unable to save!! We had not yet added it when you played...but just last night, we released a new version of the game with a save feature, as well as some other quality of life improvements, and a dialogue exchange with Lucifer! 🫢

In the future, we are absolutely planning to have Lucifer come back and make it much harder to win the contest!!! She won't give up so easily... We hope you'll be here for the conclusion. Thank you again!!

no worries, we will continue to look into it... we did see from other folks with this issue that it could possibly be due to using a VPN while the game is active? we have no idea why that would be the case, but apparently some unity games cause this. we did just update the game, so unsure whether it would happen again or not. in any case, thanks for trying to check the file!

thanks so much! ☺️

hey, we're sorry to hear that! we just updated the file, so you could try again with the new version if you like. let us know if you're still having a problem opening it and we will do our best to investigate.

hi, knuffelmac! thanks so much for all of your helpful comments. we're so glad you enjoyed the game. we're a team of two people only, and the artist worked very hard on the visuals, so it's great to hear that those stood out for you. and that you enjoyed the game a lot overall! each of your feedback points is fair, and we will be addressing them individually as soon as we can.

we actually have an update coming out in the next day or so with a good portion of adjustments, but we will continue to develop the game for about another month at least. thank you again. we will certainly keep you in mind when the time for translation comes. (also- we have fixed the negative monster upgrade!)

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oh my goodness! we have never seen that happen before, apologies 🙏 ours are only 2kb. hmm... if possible, could you check: is there something at the bottom indicating what the problem was? or, is there something that seems like it is repeating over and over again?

thanks so much!! 💚 yes, we will be updating it for another month or so, and have plans for extended content.

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Thanks so much for playing! These are fair points. Admittedly, some of the "weird choices" were likely because this is a 1-month jam game and we ran out of time to implement our full plan! 😅 But for certain, the resource magnet will be adjusted to reduce/remove the need to release click, and the cherub hitboxes will change to make stacking easier. We agree the number of souls needs to be the trigger rather than the building of the greater crystal. We are also working on more content for goals beyond the initial "soul race".

thanks so much! ☺️

thanks so much for playing! ☺️

thanks so much for playing! we'll keep you in mind.

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hey, thank you for playing! there's currently a prestige unlock that lets you assign cherubs using right-click. it may have been hidden though (we just changed it so you can preview the unlocks sooner).

we do agree it's a bit weird to assign cherubs in general. we've just added a quick notice in-game to let folks know that you can zoom in with the scroll wheel/new - + buttons on-screen. there's also an upgrade at the Dorm to carry multiple cherubs at once!

thank you so much! ☺️ we're glad you enjoyed. we've just released a new update with some QOL improvements, and we will continue to update the game for the next month or so.

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thanks so much for the notes, they were a big help!

we just put out an update that should fix some of the integer issues. we are also prototyping a save function, which will likely be added at the end of this week. agreed that the Water needs some more interesting uses! for now, i've added a new upgrade on the Tower to speed up the Study.

we're really happy that you're enjoying the game! we are absolutely going to update it with more content and improvements throughout this month, and we hope you'll follow the game to see it unfold.

thank you so much! this should be fixed now.

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Thanks so much, Plabs_!! We really appreciate your support 😊

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Oh, thank you so much for playing, Axerwan!! 🌸 I'm so glad the CG of Weapon and Magic made you feel like trying it out, hehe ❤️‍🔥🤭

It's so good to hear that both Story Mode and Chaos Mode were fun for you!! This comment of yours meant a lot to the two of us... 🥹 "Only reason I’m not still playing and instead writing this comment is because I reached the end of both modes." 💚

And thank you so much for your detailed feedback!! We're planning on working on most of your points right away, tomorrow morning 😄 Very helpful!

About the dialogue during battle: Currently, you can "fast-forward" through this by holding down the right-click on your mouse, but we didn't make that obvious! (And we're thinking on a better solution for the final version.) We'll also think of a way to make the double-click for the map nodes more obvious...

I love drawing comics, so I was really happy to include the smaller/simpler panels in those random events on the map! I do think I'll probably stick with the simpler style, and just refine it a bit in the full version as you predicted... I actually drew all the art for that mushroom event in a single day 😅 It was very rushed!;;

Ohhh, I'm always so happy to hear which characters folks enjoyed 💙 And I'm so glad you loved Weapon! She's my dream lady for sure, ahahaha. I won't comment much about Spirit, but I do hope you'll stick around to see the conclusion... 🔮💜 (If you have a Steam account, wishlisting it will send you an email once the game comes out early next year!)

Thanks so much for your enthusiasm and support!! It means a lot!

Thank you so much for playing, Char!💛

We're so pleased to hear that you found the escalation of gameplay mechanics to be well-paced! And even while you were sleep-deprived/delirious...! (We couldn't tell! You were plowing through.)

We do actually have several secondary SFX going on (sword unsheathing + footsteps + clothing rustles) but we may have mixed them a bit too quietly;; Will definitely take a look at that, as I agree that's a great bonus for immersion.

Thank you as well for all your other helpful feedback points! We will definitely keep them in mind for our next round of improvements 📏

Your stream was very fun + well-put-together, and we're so glad you reached a nice donation number for your charity goal! ✨ Got worried about you during the spicy cherry bean mishap, but glad you powered through lol! Very curious about that ramen one...

P.S. Your avatar design is super cute/cool!! We laughed a lot when you called Spirit evil for being magenta, then noticed he and you had a color scheme in common 😂💜 Also, absolutely loved the scream at the Weapon-and-Magic-against-the-wall scene, ahahaha. It brings me so much joy to hear folks get so enthused about it! I'm happy it feels surprising/exciting 🌸

Hello! Tonic here. This game was super cool!! Thanks so much for sharing.

First off, I really loved the artwork!! The characters were all very cool/beautiful, which is a style I'm a big fan of...💚 My favorite is Aedhan's designnn 😻 But Laurent is also 👌✨

The opening scene explaining the spiritual cleansing mechanic after resurfacing too quickly with Wesyng was really cute and interesting, hehe 🤭🌸

Battle: I really liked the overall concept of flipping cards and only having some of them be relevant to the move you've already picked (attack or support). But I definitely agree that I'd prefer if flipped-over cards could remain visible...!;; (I forgot a lot) Still, that card system is a fun idea!

If I were to give any feedback on the small portion I experienced so far, I feel like there are some transitions that are a bit abrupt, like when completing the tutorial at the beginning. It feels a bit anti-climactic/kind of breaks immersion when the move from screen to screen is so sudden (but I know it's difficult to implement/change those things too majorly, esp in renpy!).

For the writing, I felt a bit like the character voices all felt somewhat similar. I like how different everyone's visual designs are, so it's really exciting to me when folks' patterns of speech are really distinct too! But I noticed I kept having to look up to the name plate to figure out who was talking. I also felt like the voice clips could've been a bit more distinct/emotional as well. (All of this is kind of subjective/could very well be a me-problem!)

Unfortunately, I wasn't able to get too far in exploring the depths of either combat or story, due to brain/time shortages... But I really liked your overall game design here, both in battle and with the characters!! The UI was also really nice and cohesive, with all the teal tech aesthetics. I'm sorry I couldn't get into it more just yet...!

Lastly, the animations were very nice!! I'm a big fan of animated visual novel sprites and use them myself, and I really like the way you've done them here! Like fading into different layers, as opposed to just morphing the various parts. (I also know how much work it is to be The Artist AND The Writer AND The Animator lol!!! So triple great job on all this hard work!) 🌠

I hope to be able to play more sometime soon!

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Hello! Tonic here. This was a really cute and fun game! Thanks so much for sharing.

I really like the art style here. It's clean, expressive, and warm. In-game, the images all seemed quite "crispy," though? I'm not sure if maybe it's creating some compression artifacts when you upload the HQ artwork into the engine, but I think experimenting with different compression methods might make them smoother? At the same time, the crispy quality does also make it more difficult to find the hidden items, so I understand it might be intentional! (For me, it caused some eye strain, though I'm pretty much always squinting anyway!)

I also liked the level select screen where you click on the different characters to be taken to a scene that is relevant to their "roles." Very cute folks! The blippy sounds when you find the hidden items are also nice. I liked the sound design in general, normally I'm sensitive to music or lack of, but I actually didn't notice the levels didn't have accompanying songs this time, ahaha... Too engrossed in finding cute little dinos. But the specific melodic tones in the main menu track did kind of jumpscare me. I don't know if maybe I'm just sensitive to those particular pitches, but they were fairly grating/clipping. (I also couldn't find an "exit game" button anywhere...?)

Overall, I really liked it and had fun! Short but sweet 💚

Hello! This is Ikiru from oldflowergames with some comments on your game. Overall I had fun with it, and there were a few neat spins on the tower defense genre that I appreciated. That said, here are some notes from my time with it:

  • I felt that the lumber camp wasn't clearly a “building”, and my eye was drawn to the guy running to the left, so it took me a minute to get to the right place. Adding a little shack in the open space could fix it.
  • “Wood not unlocked” error was confusing, especially since I didn’t notice the tower appearing above the main building button when I clicked it (due to the black background).
  • I was confused by the lumber camp tutorial, specifically how it says you’ll have to collect it manually. Because there’s also a collectible tree on the ground at the start, I kept looking for more trees to click, instead of the “Collect All” button on the UI. I think that button could definitely use something to draw more attention to itself, given its importance.
    • EDIT: There WERE trees on the ground, but they weren’t very visible because of the shadows...
    • In general, I think using some sort of glow or highlight shader to accent things that you want players to notice would be a good tool to have in addition to the glowy particle thing you have now.
  • Why is there a free option to gain +200 gold at the store, which you have to click to finish the tutorial?
  • The diamond store is a neat idea for creating interesting upgrades. But it wasn’t clear that I would only be able to select one option per row.
  • Similarly, there was nothing indicating that you had to buy the Handsaw before the Chainsaw. The UI in general is too samey, and it all blurs together – try making the clickable objects more distinguished from the options that are just informational, and make things like pre-requisites and limited upgrades more apparent.
  • I thought the internal time tracking loop of the Money Doubler + the Loanz shop was fun to keep up with. That sort of time-based min-maxing scratches a certain itch that you don't see often.
  • I kept looking for the place to unlock the mage tower, thinking I must be missing something. Perhaps show it as greyed out on the tower menu, showing you when it will appear? Or hide the upgrade options that indicate its existence until it’s available?
  • The flexible mage tower is neat, but the fact that you can only build 1 feels like an arbitrary limitation. Making them way more expensive than default towers, but ensuring that their effects can’t stack to the point of being totally broken, would make for more compelling choices, imo. I know your focus is on the resource management, but a bit more tower variety would be much appreciated. Per-tower upgrades are also a classic way to create more interest.
  • While the very efficient exchange rates at the Local Market are a generous choice, I feel that they trivialize resource management and planning. Since you can so freely exchange Gold and Resources, I never really felt compelled to plan or spend carefully after the first era. Like the UI, it all blurred together, and I stopped thinking about where each currency was coming from or what I should focus on getting at any given time.
  • Possible Bug: For some reason, the Dark Mage boss never showed that it was taking any damage. It suddenly stopped moving, then eventually just disappeared, but always showed at full health.
  • As Hythrain mentioned, the lack of music is a bit disappointing. But it wouldn't take much - if you do add music, I'd definitely lean toward a more dynamic but spacious track (thinking of Warcraft 3, specifically) rather than heavy "war" music.
  • Aesthetically, I’m confused by this game. It starts with what feels like a kind of serious narrative, but quickly becomes anachronistic. Jokes like the building names could be fine, as they feel like a deliberate choice, but unlocking chainsaws and propane tanks while “greek soldiers” are attacking the gates feels jarring in a way that doesn’t quite work.
    • After finishing the demo and seeing that it was inspired by an AOE custom map, the sense of humor made sense to me. However, I still think the opening sequence (everything before the gameplay) feels mismatched with the rest. In my opinion, people aren’t looking for a story in a game like this, and trying to add one at the start just makes it feel more confusing.
    • Also, having the tutorial guide the player into buying the chainsaw early accentuates this oddity.

Despite the lack of UI clarity and fairly overwhelming introduction of mechanics, this was still fun to mess around with. It’s clear that it draws from the RTS custom map aesthetic, and I would suggest leaning into that as much as possible to find your audience (See: Element TD on Steam, which literally just kept the name to keep the audience). I encountered very few bugs, and other than the animations in the opening cutscene it didn’t even feel too janky

The main question I have is: How will the full game be different than this demo? There aren’t that many things that are blocked off, and the demo goes all the way to the modern era. Since there are so many things introduced so quickly, it’s hard to imagine how it would develop further. Will you add more tower varieties to keep the early eras more interesting on repeat plays? Will there be more maps, or different enemy types? Is there a future era? These are the kinds of questions that still lingered for me, and I would recommend finding a way to more clearly telegraph your plans for the full game when the player reaches the end of the demo.

Regardless of future plans, great work so far! For your first project this is definitely impressive, and shows a lot of promise.

Thank you, Fira!!💜 Tonic (artist/writer) here. We really appreciate all your kind comments, and your stream was so enjoyable to watch! I'm so thrilled the story and characters hooked you... We really wanted to make an indulgent experience here, so we just absolutely stuffed it full of the things the two of us have always wanted to see in games: Fun stuff, Cool stuff, and Queer stuff. lol! And I'm flattered you found the art so edible, hahaha 🍭✨

I think we have had 3 people so far say "TOXIC YURI???" when Magic and Weapon first show up in the mysterious cutscene... 😹 I'm so tickled that it gives that impression so strongly! (It's basically accurate though, so, fair!)

Shout-out to when you clipped the mic exploding @ the wall slam CG! 😂 That made our night, haha!! 💙

Also, I was very touched by your reaction to the creepy bird at the end 🤣 He DOES deserve a little treat, I'm SO GLAD you agree!!! 🖤🗡️

Thank you again!!

P.S. Your avatar has really great/cute/funny expressions. The pointing one is Too Good!

Hello! This is Ikiru from oldflowergames with some comments on your game. Overall this was a ton of fun, and I can't wait to see more!

  • Really good job of establishing the setting quickly, with minimal exposition! The narrative and gameplay potential of the unexpectedly falling sky islands is huge.
  • You have a great knack for fun, intermittent placement of destructible items. I do think it would be good to reduce the amount before the first battle, to increase the sense of urgency (“Town’s on fire? Ah well, there are shinies to collect!”). I also think it would be good to at least show the player something that they will get to spend it on earlier, even if it’s greyed out on the character screen.
  • Love the decipher equipment system. That two-step unlock loop never gets old. I do think you should be allowed to decipher immediately from the pickup screen, though.
  • The weapon system has a lot of potential! At first I thought the Javelin throw seemed a bit too strong, but when I realized that you actually throw the weapon it really clicked.
  • In general, the timing reactions felt a bit too easy. Maybe this is something to tie into a difficulty setting, but I had to actively try to mess up the blocks.
  • You did a great job of instantly establishing Mage’s personality. In general, the writing does a great job of settings things up quickly, at a level of depth that matches the aesthetic of the game.
  • No fall damage yesssss, this makes vertical exploring way less tedious. Good call!
  • I would’ve really liked to see a new enemy in the first battle with the Mage. The lack of enemy variety + the ease of the timing reactions put a damper on the momentum of the game, and minimized the impact of the game’s hooks. The amount of player choices are already great and satisfying, but I feel like we need to see more variety in what challenges we will be facing earlier on.
    • The ease and brevity of the early battles also never gave me an opportunity to see the “Showmanship” mechanics, and I only saw one of the Mage’s special attacks. I also never felt compelled to use any of the break attacks, because I simply didn’t need them (and refused to lose my precious flame axe).
  • Bug: Mage got stuck in the minecart after the island fell to break the track. They did warp at the start of the next battle, but I was tempted to walk them all the way back up to make sure I wouldn’t start the battle at a disadvantage.
  • The “Known Skills” system on the enemy tooltips is excellent, great balance of learning and clarity.
  • Awesome integration in the first boss – the terrible boss jokes were a great setup for having him literally throw the weaker enemies at you.
  • Balance-wise... Mage is insanely overpowered. I know this is a vertical slice for Maximum Fun but whew, that boss fight just melted.
  • Small things:
    • The blue outline that passively shows your move range is a bit hard to see. Since the range is always 4 this isn’t a huge deal, but consider just making it slightly less transparent.
    • In combat, the timing of the axe swing animation feels a bit out of sync with the actual hit timing. This is most apparent during the slowdown when you defeat the last enemy in a battle.
    • The rising pitch when you gather the crystals is good, but I feel like it rises a bit too quickly, and as a result caps out too soon. It also felt like it took a bit too long to reset between pickups (most apparent on the last group of mine cart jumps).
    • As Pixel mentioned, I think keeping the reminder of “Hey, you still have moves left, are you sure you want to end your turn?” would be a good call.

Overall this is an awesome demo! All of the systems in place seem really fun and have a ton of potential for being fleshed out into a full fledged game. Everything feels satisfying, the tutorials and tooltips are brief but clear, and there’s already a lot of personality here. I think with a bit more enemy variety and some music this could be an 11/10 demo. Great work!

(Fun fact: The first game I ever designed was a tactical RPG with Paper Mario-style timing interactions. After a couple of years as a total amateur, I deemed it a bit too ambitious to be our first game... but it’s great to see others taking a stab at the concept. I’ve always dreamed of this gameplay combo, and can’t wait to play the full game!)

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Hello! This is Ikiru from oldflowergames with some comments on your game. Overall there's a ton of potential here, and it already feels very polished. However, as others have said, it's tough to really give feedback because of the missing core mechanics. That said, here are some chronological notes from the time I spent with it:

    • Right from the start, the intro music feels very high quality, and sets the mood effectively.

    • The voice effects felt too loud compared to the music at the start, and the starts and ends are too abrupt. Whenever I’m dealing with a looping sound effect, I always do a very quick fadeout so you don’t hear the audio clip when it ends.

    • The blood effects look really good, especially the death animations.

    • The first enemies felt a bit too tanky to me. Especially without being able to see health bars or damage numbers, it just becomes a waiting game that doesn’t invite experimentation.

    • The floating hand animations + smoke looks so goooood! Since it’s the core of the game, it really feels great to be in control of something polished.

    • It would be great if your units were highlighted when you hovered over them, so you could tell what you’re going to select.

    • The writing feels solid and evocative, but right off the bat the encounters feel a bit too same-y (either “We’re attacking”, “give us money”, or “give us units”). And “Give us units” doesn’t really feel like an option, since it would leave you less equipped to deal with the next enemies. (Although the ability to recruit/build more units would alleviate this problem, and could make it an interesting conundrum.)

    • The periodic, seemingly random explosion in the background is a really intriguing touch that I liked a lot. Variety!

    • Not sure if this is intended or just a demo limitation, but once all my units were dead the enemies did not do anything once they reached the center. I assume this is the game over state, and I just had to restart, but actually seeing game over would be a big improvement.

    • Small Things:

        ◦ The pitch variation when you pick up multiples of the same unit type is pretty distracting. Our ears are REALLY good at picking out when a sound has just been pitch shifted (especially voice-like sounds). If you could have a few variations to cycle through with reduced pitch variation I think it would be much more effective.

        ◦ For demo purposes, it would be ideal if you didn’t have to click through the opening dialogue every time you restart.

        ◦ Tooltips for your unit types would be very helpful. I couldn’t figure out what the functional difference was between the two melee units.

        ◦ The tooltips following the mouse position on the dialogue options that cost money feels a bit odd. Personally, I’d rather see them pop up at a fixed offset.

        ◦ On the pause menu, “Double Tap – Acceleration” is a bit unclear. I think if you just add the [A][D] after double tap it would make more sense. (“Double Tap [A][D] – Acceleration”)

        ◦ Also on the pause menu, I would recommend adding a confirmation window to the Exit Game button.

    • Overall, the aesthetic presentation here is really solid. It already feels quite polished and satisfying to spend time in. However, I feel that the goal of a demo is to create excitement for the possibilities that the full game has to offer, and in this respect I don’t think it succeeds just yet. Your plans to add base building and more varied encounters are promising, but I think this demo is too barebones in it’s current state to hook the audience. I saw your post talking about a lack of engagement, and I definitely understand how frustrating that feeling is – I can tell you’ve put a lot of work into this already. But without more of the core mechanics in place, I don’t think there’s enough here to find an audience. Absolutely keep working on it though! There’s a ton of potential here.

Hello! Tonic here. Thank you for sharing your game! Fantasy/Mystery with a focus on lore/story-richness is my absolute favorite, so I really enjoyed this! 🔮✨ The general vibe of magical mystery + arcane industry was a delight.

The overall narrative was very compelling, with the spirit world being so misunderstood and exploited by the descendants of Lor. It was really awesome how you sent the player over to the spirit world to see and hear how different it is in person. I also really liked being able to speak directly to the spiritual residents who are a collective of all those in the city who have come before, driven wild by the living's miscalibration of the crystals.

Lira being the "last hope" in a line of more empathetic folks (like her dad, and then Hiram) was a nice touch as well, very whole-world-against-me high stakes feeling, though I felt bad Lira lost both of her relatives in the unfortunate political/magical chaos. It was touching to see the moments when her loved ones protected her and shielded her from the other side.

The archbishop was a good expression of the sort of hyper-polite and charismatic personality that gains a foothold where they shouldn't, particularly in governing/religious associations, and causes so much damage in these sorts of closed-door power struggles. I was hoping the crystal would just zap him to cinders, ahaha;;

Also, the music was incredible!! I'm not sure if you all made it yourselves, but if not, the tracks you selected were absolutely perfect. I really loved that you changed it so often, for all of the different areas and moments. It makes a huge difference, and really elevates the air of the scenes.

The art and color schemes were also really pleasant, and at times, ethereal. Seeing Hiram's design, as well as the Lor tragedy statue with the crystal jutting out at the top + reaching hands from the earth, really made me want to investigate this game. I loved both of those designs and their colors.

A few feedback notes:

-There was a lack of music for the main menu, unless it just wasn't playing? I think adding an ambient track here as well would be great to establish the mood!

-The settings menu was very sleek and clear, but the style doesn't really match the rest of the game, I feel. If you could bring cohesion to the style, like making it match the gilded frame for the dialogue/prose, for example, I think that would make a good impression!

-The music doesn't properly fade out + into each track when the music changes. There are abrupt stops and starts that are somewhat distracting.

-The scene shift from the beginning, with Mother, to in your room alone, years later, was a bit unclear. I didn't know that it was supposed to be the same person/child at first.

-I figured it out by fiddling, but in the beginning, I was very unsure of what to do to solve the crystal alignment click-puzzles. But I really liked that you included those elements! I also liked the choose-your-own-details for Lira at the beginning. And the hover tooltips for glossary terms were great.

Overall, super nice job! Thanks again for sharing! 💖

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Hello! This is Ikiru from oldflowergames with some comments on your game. Overall it was a neat experience - I see below that this is your first game, and I agree with Luna that it's impressive for a first project! I really only ran into a few bugs, which is a true accomplishment. That said, I had a few notes, which are broken into categories here:

Gameplay:

    • I like the idea of a shared movement pool across all units – it promotes a lot of turn-by-turn strategic thinking. But making the amount of movement per turn random feels arbitrary and frustrating to me. Rolling a 2 then watching an enemy roll a 12 and steamroll past was no fun. If it were somehow tied into an in-game mechanic or resource it could work, but just having dice appear is not convincing, imo.

    • It feels kinda silly that attacks are all melee, since the characters are clearly holding guns... I would get it if the maps looked like they were representing a larger space, but the size feels inconsistent (HQ vs. the Rocks tile, for example).

    • Only having one unit type also feels very limiting. I started the third demo battle and saw that there weren’t any new units on the map so I went ahead and stopped playing. I don’t know if you have more planned for the future, but if they’re in the game, definitely introduce them sooner!

    • I had a huge “inevitable victory” problem while playing. It was most apparent on the second map, where I rolled huge movement and secured two bases before the enemy. At that point I had already won – it was just a matter of waiting for the victory, with no tension. I think there needs to be some kind of comeback mechanic or it just becomes an exercise in tedium.

    • It’s a weird limitation that you can’t deploy troops at the Outposts unless your HQ slots are filled up. On the second map I ended up with tons of units just hanging out at the HQ and Outposts purely for the purpose of letting me deploy more at the most forward Outpost... which only left me with a few units to work with on the front lines.

    • A small thing, but repeating the tutorial steps in the demo missions is not ideal. I know you have to account for players potentially skipping the tutorial, but it’s tedious to see these things repeated once you start the demo missions. Consider tracking the tutorials that the player has already seen to prevent the repetition.

Bugs:

    • Changing the resolution does not actually change anything in Fullscreen or Borderless Fullscreen mode.

    • Typo: “Luckily, if the enemy is inside an adyacent ‘SMALL BUILDING’”

    • In the second Demo mission, I was unable to attack from the Tall Buildings at any range, maybe because they hadn’t been explained yet in the mission? But the enemies were able to use them to their advantage, and they were never explained here.

Polish:

    • Typewriter text does a weird wraparound thing, where words start on one line then jump down to the next. Not a big deal, but does not feel polished. (I got around this in my game (using Unity + TextMeshPro) by populating the full text but incrementing “maxVisibleChars” to make it appear over time instead. Not sure what engine you’re using, but hopefully that can help!)

Music (I’m being more specific here since I saw that the developer also made the music!):

    • Overall, the music is fun but too same-y. I’m glad that you’re not just looping the same song over and over, but all the songs use the same instruments and are maybe even in the same key? Some variety across tracks would be great to hear. An example of a game that does a really great job of this is Loop Hero – the playlist of songs is cohesive, but varied.

    • The main menu music doesn’t make a great impression - The big 80’s drums are cool but the repetitive synths that come in are pretty grating. The B section is really neat, though! Since people aren’t going to spend much time on this screen, I recommend getting to the good stuff more quickly.

    • Victory song is way too quiet compared to the rest.

Overall, I enjoyed the stripped down tactics of the game, and think the presentation has potential. However I felt there were some pretty fundamental flaws in the gameplay that would keep me from playing past the first couple missions. With some more variety and less RNG in the gameplay this could be a neat game, though!

Hello! Tonic here. Thank you for sharing your game- I really enjoyed this slice of life story! The little things like the water drop noise when hovering over menu items, the blue custom cursor, and the clean title logo with the broken heart really helped create a serene, if slightly downcast atmosphere.

I thought the opening scene with the footsteps sfx was a very effective way to start the story, to evoke that sense of searching and being lost. The description of winding through the forest area, as well as the thoughtful emotional prose in general, was well done. I especially liked the moments in Boris's own thoughts where you can tell he's deeply sad, but kind of unfeeling at the same time. It's been long enough perhaps that the sadness has settled somewhat. But he's seeking to move forward somehow, even if he doesn't know the direction.

The characters seemed lovingly designed, and the blush/grin expressions were very endearing, haha. Overall, it's a sweet little intro to a budding relationship involving two people who are trying to heal from their problems in their own way- ya can't beat that! ☺️💕 If there's one thing I might give feedback on, it's that the music track is a bit short/repetitive, which I find more difficult when I'm reading a visual novel for an extended period of time. But still, it has a nice mood to it!

Thanks again for sharing!! It was really cute! 💙

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Hello! Dev from Emblems here (Tonic). Sorry for the delay on this feedback... Unfortunately, I know nothing about streaming, so there's no video to go along with this! But I played Worldseekers a few days ago and had fun with it 🙂 The music is really great, and infinitely listenable, which I think is important for a looping game like this. The animations are also nice and smooth, when clicking on things and moving from one screen to another! I really like the idea of a GPS-based deckbuilder, so I'm happy to see this kind of experiment being developed.

I don't play card roguelikes so I don't know if this is normal, but I also really liked the system of the "weapon" in the battles! How it has a different strength/limitations based on when you use it, and that it refreshes your deck when you do (whether your hand is empty or not). Maybe you have this later on, but I think it could be neat to include different styles of weapons that work differently that the player could choose to switch to! Or like a "fire" version of the same sword but it's red, and does elemental damage or something.

Overall, I think other commenters below have given most of the criticism I have toward the game; namely, that it's a bit difficult to understand all the systems we're working with, and how they interact! Not only in battle, but in the menus and world screens as well. Things like Treasure nodes and Faction points were never explained to my knowledge, and I wondered whether/how the colors of the map node outlines indicated what difficulty they were, and such.

But the art is a bigger weakness, in my opinion. Aside from the inconsistency in styles (some images are realistic and some are cartoonish), the changing "expressions" for human characters like Auntie were extremely jarring in that their whole entire faces changed in strange ways. I do really like the concept for your game, so I hate that the art is giving it a worse impression that it deserves! If there's not an artist on your team/you're unable to bring one on, I'd recommend looking into some asset packs on https://cubebrush.co/ ! There's a ton of great stuff there, and it would really reflect the passion in your ideas much better if the art was more cohesive ⚔️

A few other quality of life things I noticed!

-the enemy timer circle covers up the sprites of taller enemies (like the ghost-knight in the Cracked Earth biome)

-there are no resolutions listed in the Settings drop-down + debug screen is still present?

-I was unable to find the exit button once in the Settings menu

-there's also no "exit game" button anywhere that I could find?

-the "victory" emblem image is fairly blurry

-many of the map texts have a faint, black square around them (we've had this happen to us, and usually it's related to "glow" settings on the font, if that helps!)

-on dialogue screens, is there a way to show all the choices at once, without needing to scroll down?

-the italics made the prose a bit difficult to read

-many of the card descriptions have text that exceeds the available space, and gets cut off without a scroll bar to see the rest

-the gear select screen at the end of battles doesn't reset to the leftmost option every time, so you have to drag it over to see all the options

All in all though, I think it's a really fun idea! I'd love to see the systems clarified a bit more, and the art sorted out! I will be keeping an eye on this project!! 😎

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Pixel! Thank you so much...!! 😭💜 Tonic (artist/writer) here... I am so overwhelmed with everything you've said, I really don't even know where to start.

First of all, you both were absolutely hilarious the whole entire time!!! 😵‍💫 Oh my god Pinecone's lizard-tuber was killing me. I NEED one of those...! AND WHAT INCREDIBLE VOICE-ACTING. You really nailed the deliveries, Pinecone! Everyone always gets tripped up on Spirit, but you totally got him!! So fluid... And your Magic was perfectly sassy🔥 (Shout-out to your friend Cinqo for their nasty makeout comment 😂😂😂 That's my favorite reaction to Magic's attitude...) We were both very impressed by your range in the expression of the characters!

The other dev Ikiru (coder/composer) and I stayed up until 3am last night watching your all's stream all in one go... And let me tell you, it was the most surreal combination of sleep-deprivation and complete spiritual contentment we have ever had 😹💚

I really want to point out all the specific parts of your all's commentary that we loved, but I would basically just need to type out the WHOLE TRANSCRIPTION of your video, because it is truly and honestly one our most precious treasures, every bit of it! 🥺💧 To highlight a few parts anyway...

-"WE HAVE CONFIRMED GENDERS"

-please take this medal for noticing my favorite joke, when Spirit says "she PROBABLY knows what a book is" and Weapon responding "WTF"🏅

-The Wall Slam CG...the explosive reaction was incredible, ahahaha!! 💖 (and imagining Spirit slowly turning away got us giggling so hard)

-"I must now make something known to the two of you...you must...Wishlist Emblems: Sunless Vow" OH MY GOD 😂

-all of the times you said you loved the character dynamics between the three 💙💚💜 (and thinking Spirit is funny)

-all of your thoughtful commentary on the hard work we put into the game!

The two of us have worked for 4 years creating Emblems, and we really put our heart and soul into it every step of the way. So I can't tell you how much it means to us to have someone so thoroughly see our efforts, enjoy, and appreciate them with such warmth and enthusiasm!! I'M JUST... Rolling on the floor over here, bursting with fulfillment and gratitude.......... THANK you, both of you, and Cinqo, so much!! We love games! And stories!! And queer folks!!! So we stuck them all together and Emblems was born 😿💗

Thank you for your kind compliments on the music, as well! Ikiru's favorite part of game work is the composer bit, so it's always so great to hear that someone enjoys it...

And! For your comments on the voice actors!!! Ikiru and I do everything else ourselves, but we knew we really wanted to hire some professional folks for the character barks. And GOD DANG if I didn't get lucky enough to find just the most perfect people...! I literally think I told them I loved them in my director's correspondence after their first drafts 😂 They did SO WELL...! AHHhhhh 💔

tl;dr Please know you and Pinecone supplied our full amount of endorphins for the next year, ahahaha. Thank you SO MUCH for your support!

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Thank you so much for playing, PearDoll! ☺️ We're so happy you enjoyed it, and we had a great time watching your stream! It's always really great to see folks using the attack predictions so often... Personally, I use them every turn, haha!! Can't live without em...

And it's wonderful to hear about all the other things you liked, as well 💚 We worked hard to make the gameplay simple at the beginning, and teach new things over time, so it wouldn't be overwhelming... We're glad to see it seems to be working! And we're absolutely thrilled you played both modes all the way through!! 💜 Thank you again.

P.S. We'll certainly address the clarity of the Critical Hit instructions in our next update 🫡

Hi Happy, thank you so much for playing!! Yes, there is a big mystery going on here... So, we'll find out more about why all that weird stuff happened very soon. ☺️

I'm glad you found the characters entertaining! 💚 Banter/argument dialogue is my favorite thing to write, so things can get a little "spicy" for sure, haha! That green person is just always in a bad mood no matter what, though... 🤷

We really appreciate your comment on the art/music! We're both starving artists by trade, so video games are kind of just our favorite way to try and use those interests. 🎨🎵 Thanks again!