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OtterScribe

155
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A member registered Mar 23, 2025 · View creator page →

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Don’t push yourself too hard, and take things at your own pace. I’m cheering you on.

It’s really awesome to see you constantly pushing your limits and growing. Taking it one step at a time is exactly how we get there!

Your art style has such great depth to it. It’s amazing as always! I can tell you put a lot of care into the sound, too. The comic-style tutorial at the beginning was so unique that it naturally drew me right in, and I can really see the effort you put into the cat's animation.

I did notice the animation felt slightly unnatural because of the low frame rate. I think if the animation timing had been synced with the beat of the music, the low frame rate might have felt more like a fun, intentional stylistic choice. But overall, your artwork is always incredibly captivating and full of personality!

Also, just a quick heads up on a bug the game completely freezes when pressing the Exit button.

Wow, the opening intro is just insane. I can definitely see why this is ranked first for visuals. I was blown away by the image storytelling at the start.

Good point! I actually had more stages planned, but working solo I just couldn't fit it all in within the time limit. I'll work on adding more troop variety next time. Thanks for playing!

Yeah, animations would have made a big difference. Working solo, I couldn't quite get to that part, so I just relied on movement effects. I'll work on it next time. Thanks for playing!

What am I supposed to do next, bro? I genuinely have no idea. The biting sound effect is really cute and fits perfectly though.

This game is fun! The movement felt really natural, which I loved. I think it would have been even better with some knockback or visual feedback when taking damage. Well made!

This game is genuinely fascinating. It's been a while since I've played something this fresh. The way the feedback changes based on each note when it lands, the sound design comes together so well that it actually feels like you're playing music. I just brute-forced my way through each stage until I cleared them all.

While playing, it actually reminded me of Unicorn Overlord. I really didn't expect to feel that same agonizing pre-battle setup phase here again, but I did.

When there were multiple starting notes, it wasn't easy to spot them visually at a glance. I think it's because there's no distinct shape or color difference to set them apart. Also, while putting in inputs, it would be great to have ctrl+c/v functionality for blocks. Having to copy-paste one by one was pretty tough without it.

Other than that, I had a really fun time getting immersed in it. I think this would land really well with people who love this kind of genre. One suggestion though: adding BGM during the static waiting moments would help keep players immersed and pull them deeper into the game.

Really well-made game!

Reminded me of Britain's Industrial Revolution. The mid-game stretch before things got automated felt a bit dull, honestly. But once I saw my wealth growing rapidly, I started wanting to earn more. That said, the middle stretch wasn't easy to push through. I think that mid-game phase is the biggest wall in this game. Had a great time playing!

Thank you so much for reading through to the end, even though it's not your native language! Your kind words really warmed my heart. May I ask where you're from? I'd like to keep it in mind when adding translations for my future works.

Thank you so much for reading through to the end and for your kind words!

Ah. This warmed my heart. So this is what "cozy" feels like. I've never felt this way playing a game before. I was giggling at the last image. Thank you for giving me such a wonderful experience. I can't vote since I didn't participate in the jam, but you're number one in my heart.

Hi! I played through your game from start to end. Since you asked for narrative feedback, let me share what I noticed.

Just to give you context for where I'm coming from, here's how I personally approach narrative work. I usually start with a basic skeleton of the story, then layer it iteratively until I have something readable. I cut what doesn't serve the piece and shape it into a prose script. To translate that into a game, I break it down into sequences and scene cuts, group connected pieces together, and think carefully about how each part will appear to the player. That becomes the final game script. I cut more if needed at this stage, then test it in-engine to check whether any awkwardness comes from the writing or from something else. This is just my own way of working, not a prescription.

With that said, and despite my limited experience, here's my honest impression of both the story and gameplay, since you asked.

The first thing I noticed is that the game tries to imprint a very specific theme on the player right from the start. Specific themes need more groundwork to land properly, and without that setup, it became the first thing that broke my immersion. Second, there's no explanation for why I should be skipping past these devices. The only intuitive visual cue connecting things is a vague circle outline, and that felt ambiguous. There's also no explanation, written or shown, for why the room is filled with so many electronic devices. If you don't want to express it through text, it has to be shown through action. Without that, the player can't establish a real reason to engage. The failure risk also felt too steep. Sending the player all the way back to the start after one slip-up will wear out a lot of players. Without context to make that acceptable, players who can't justify the cost in their head will drop off. I was one of them.

I don't usually play puzzle games, but the input method and gameplay here are genuinely creative and original. That part really caught my interest. I just couldn't find a reason from within the game itself to keep going.

Sorry if this came across as harsh, that wasn't my intention. You took the time to play my game, so I wanted to give you the most honest version of what I felt back, in the hope it actually helps. I sincerely wish your official release goes well.

I had a similar issue. I think it's because the saturation is a bit too high.

I really love this pixel character. The mischievous expression and the adorable rosy cheeks are great. I had no trouble with the controls, probably because you used such familiar keys. That was a really good choice. The random map generation does a great job of creating that feeling of being trapped in an endless corridor.

I genuinely couldn't figure out how to eat the banana in that picture, even though I ran into it twice. While I was puzzling over it, something started chasing me, and out of curiosity I just stood still to see what would happen, and got a game over. Haha. I actually had a lot of fun with that moment. It was unexpected.

I think the game would benefit from some BGM that matches the atmosphere, something strange, quirky, and a little mysterious. Congrats on finishing the game, it's well made!

First of all, I'm deeply moved by your thoughtful and considerate approach. Thank you so much. The intro was inspired by Zhuangzi's "Butterfly Dream" (胡蝶之夢). I wanted to give the feeling of something starting in a disjointed way, like the contents of a dream, so I directed it that way. It actually doubles as a hint for how to think about strategy. The intent was that you'd read it and then act, but I didn't block players from acting before reading either.

The reason I implemented the size system was to create a difference between the front and back layers, to solve the problem of units overlapping and becoming hard to see. But it didn't really work. In real life, things in front are larger and things behind are smaller, but I realized too late that I should have done it the opposite way for clarity.

And I'm sorry for the confusion. The size system doesn't affect HP or damage at all. It came purely from thinking about how things should appear to the player visually. I considered adding new sprites for the back layer, but I didn't have the energy left for that, so I reused the same images.

Thanks to your thoughtful consideration, I can feel my cold and empty heart, drained of energy, being filled again. Thank you so much for the careful feedback.

Hi, I came back to play again and found a bug. If another card overlaps near the card that is about to be executed, it reacts that way.

I'm honestly amazed that you came up with such a creative concept. How do you even think of something like this? And the way every trick interacts with the bananas, and the way those tricks interact with each other, blew my mind. You really put your heart into this game. It was a genuinely fascinating experience.

That said, while playing, the visible area felt too narrow, and the height didn't match the movement, which made it confusing to figure out where I was supposed to go. I'd love it if the player could see more of the screen. Also, maybe the lag at the start was due to loading? Was it because of all those interactions running? It froze pretty often early on.

Anyway, I had a great time with your game. Thank you for giving me such a memorable experience. And the fact that you made this in just two days is incredible!

Thank you for clearing my game! I'm so glad you enjoyed it!

Awesome! You didn't give up! There's no single right strategy, but I kept things simple so the game can be cleared in multiple ways. Thanks for playing it through to the end!

Bro, this really hit me deep. I've never felt this way before. The game felt incredibly beautiful. Not the visual kind of beauty, something I can't quite put into words. The tutorial was super clean and easy to follow, and the gameplay was so intuitive that nothing felt difficult. Turning what you learned in round 1 into a trap in round 2 was really impressive. The music kept echoing in my ears the whole time and fit the game perfectly, and the volume stayed consistent. The sound effects were great too, nothing felt off. And the satisfaction when you complete something is just incredible. Sorry, I'm a bit all over the place because I'm so moved.

Thank you so much for enjoying my game! This is actually my second completed game, and I deliberately experimented with making it a longer narrative piece, so I was worried whether my intent would come through. I'm really glad it did!

If it had been a short piece, I would've included more languages. But since it's a longer narrative, I was concerned that translation issues might break the flow of the story. So I limited it to Korean (my native language) and English, the two I felt confident handling myself. I didn't want to risk losing the context in languages I couldn't verify.

About the collaboration offer, thank you, that really means a lot. Honestly though, I'm only about 2 months into game development, and I'm currently trying out different genres to figure out where my strengths actually lie. So I don't think I'd be the right fit for a narrative designer role at this stage.

Also, I've been pouring all my energy into my Mini Jame Gam entry, so I'm pretty drained right now. I'll do my best to play your game tomorrow and leave you an honest review!

Thanks again for the kind words!

Ah, sorry bro. I tried to play your game but I see it's a 3D game. I just played another 3D game right before this and my motion sickness got pretty bad, so I can't play it right now. Still, congrats on finishing the game!

Making a 3D game with Blender, that's some serious effort! I managed to get through round 1, and I tried to keep playing, but the mouse kept going off the screen and wouldn't stay centered, which made my 3D motion sickness even worse. So I had to close it. Congrats on finishing the game!

The intro at the beginning was great. Having a reason to play given upfront was important to me. The field of view felt pretty limited, which made the gameplay really difficult. You had to react almost instantly the moment something appeared on screen. Congrats on finishing the game!

Thanks for playing! Simple, but you can't beat it simply :D Thanks for letting me know my intent came through!

Thanks for playing! I designed it so that as long as you don't give up, you can win.

Thanks for playing! I designed it so that as long as you don't give up, you can win. As for the theme, I tried to express time travel through the design itself rather than visuals, so it makes sense that it might not have come through clearly. That's something I want to work on for next time.

Thanks for playing! I really appreciate you enjoying the game. And thank you for the kind words!

Amazing! When I first saw the microwave, 'Steins;Gate' flashed through my mind. I played the game and it was really well-made. You implemented the gameplay so creatively. I actually learned something from this. It made me realize that I had been too closed-minded. The hardest part was catching the falling bananas. Phew, that was the ultimate difficulty level for me!

Wow, this is such a creative concept. It was a great experience seeing how things could be twisted like this. The control scheme is so unique that I think it will take some time to get used to it. Congrats on finishing the game!

Wow, this is so much fun! I was completely immersed while playing. The gameplay is excellent. Also, the music blended perfectly with the atmosphere and was great to listen to. The most memorable part for me was those ranged soldiers who "click" and shoot then run away. They were so annoying! It felt great to finally take them out.

I really love the pixel art. However, I’m not quite sure how to play. I even tried about six times. Congrats on finishing the game!

Bro, this is a really creative idea. However, it feels like it needs a tutorial. Some parts were difficult to understand based only on the description below. Congrats on finishing the game!

Thanks for playing! Glad you enjoy this kind of genre!

Thanks for playing! While playtesting this game, I actually found 6 different viable strategies to clear it. One of them is clearing it using only the $20 ranged units. If you intentionally sacrifice your base and let only one enemy ranged monkey remain, then summon your ranged bananas, I set it up so the enemy projectiles fly right over their heads. That way you can stack 6 or more ranged bananas, and if you then keep producing $10 melee bananas, you can clear it on your first try fairly easily. It does require a bit of luck though.

Really glad you enjoyed the game! I'll keep thinking about the balance and definitely take it into account for my next project. Thanks again for the feedback!

Thanks for playing! And thank you for the detailed feedback. I actually wanted to add more features like that, but I ran out of time and had to cut them, which is a shame. I'm planning to try out different genres to figure out where my strengths are, so I probably won't apply your feedback to this specific game, but I'll definitely keep it in mind and use it in future projects. Thank you for the kind words!

Thanks for playing! And thank you for the kind words!