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Panda and Crow

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A member registered Aug 27, 2023 · View creator page →

Creator of

Recent community posts

Hey zorkie, I've made substantial changes to the mobile game. It has 20 different levels now. 

I would love your feedback and a review on App Store/Google Play would also help so much. :-)

Always reward the player 😄

Thank you so much!

The rotation thing was requested multiple times, you are very right. As my vision was more of a mobile touch game, I didn‘t polish the desktop controls enough. I‘ll fix that.

I‘m really happy with the music hack. Don‘t know about you, but it really helps build up suspension in me even though I know it‘s a trick. :)

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The creator cannot be held liable for lost time. :D

Honestly, this gets the a perfect score from me.

It's great fun to play, it's super polished, it looks great, it sounds great, it feels great.

And I love your interpretation of the theme as it makes a ton of sense in this game and it's actually a fun mechanic.

And it seems to have like 20x the scope of my game, which is impressive
(Although, admittedly, I am proud of my insane fun to scope ratio! :D)

I would like the combat to have a bit more feedback / juice.

Haha, the story made me lol! Great art as well.

Was too hard for me on a track pad, but that's probabyl on me. :D

Very beautiful game.

Is it just me or can you effectively like quadruple jump if you count dashing as well?

I'm not great with platformers, but it felt like pushing all buttons generally moved Koi upwards. :D

Yeah, I totally know what you mean. Really hard to judge after working on it for a while.

Many hated the horse until recently the 4yo daughter of a player discovered that you can use them like this.

Now horses are actually a cool piece to place. :D

Thank you so much :) The latest meta is hoking up horse pieces with the wall pieces as they fit perfectly (by accident, not design). :D

Thanks for playing and for your feedback!

Could you elaborate a bit on your variation idea? Change the floor and wall between games?

I like the story and dialoge.

Wasn't super clear to me how my replies influenced the scale. I think it would help to explain a little how that works.

I love this. The musical feedback is quite rewarding!

Oh yes! Stashing is a cool idea to make it more strategic / higher skill cap.

Thanks for playing and giving me feedback!

Thanks a lot for the kind words!

There are beta versions both on the App Store and on Google Play.

Enjoy on your next bus ride or sofa session! ☺️

I couldn't get past the second platform.

Visually stunning!

I found the digital transmission sound rather annoying to be honest. :D

Very polished. Impressive!

I love the idea. At some point i was stuck when neither I nor V nor P seemed to work. But I think it could be really fun with a little bit of polish!

Very cute game. I found the timing quite hard catching the thingies sometimes. :D

Love the atmosphere. Nailed it!

Wow. This is really clever!

Very cute looks & level design.

I guess this is an idle game? Not too familiar with the genre.

Maybe there could be an on-screen arrow pointing in the direction of any blue flags? Or maybe it's more fun to look around the island.

Anyway. Enjoyed playing it while cooking. :)

Surprisingly hard. I think this can become a fun hyper-casual game.

I would focus on making it easier and faster to see what's going on:

  • Make it more intuitive to judge how heavy an object is (relative to other objects)
  • Maybe show (relative) heaviness of the boxes in another way beyond text

Super interesting camera work. Also loved the audio and general vibe of this.

Is it intentional that you can't change the name? I've struggled with this for my own game, because obviously people can abuse it. But it feel so much better when you can put your name on the leaderboard. :D

Aaaa, this is so hard :D well done.

Love the music & general audio. Fun to play :)

Cute design. I enjoyed playing it. Eventually wasn't smart enough to beat one of the levels. :D

Loved this. Very well done.

When the level completes and you can buy stuff, you can still run around and collect coins. Which I liked. :D

Thank you so much! <3

Woah, thank you so much. This means a lot!

I wanted to make something I could play on the bus to free me of the years-long reign of Candy Crush Saga.

The handstand

The bridge :D


Whaaat, that‘s the worst thing that could ever happen! So sorry. And congrats! What was your score? I also beat the highscore once in the subway and didn‘t have Internet

Hey there, thanks for reporting. Hope you enjoy the game! :)

Tthank you! ☺️ I had a lot of valuable feedback that helped me refine it.

I‘ll do another round of polishing with Zack‘s feedback and then want to publish it for iOS & Abdroid (& Desktop?!).

Yeah, I agree. I would also much rather just sell the game and not have monetization compete with the game's experience.

I'm being told there's not really a market for paid games, unless you are a very known brand.

I would love to publish it in a paid subscription bundle like Apple Arcade for just that matter. No ads, no in-app purchases, just the game. Let's say they havem't responded to my application yet.  😅

Harnaś, thank you so so much for this extensive and helpful feedback!

What resonated especially with me is that this could be a relaxing game that could be more focused on sensation and exploration of a cute world (which then would be especially well paired with cute relaxing music).

One idea I might explore is to see if I can either use procedural map generation to create an endless stream of beautiful cute dioramas or to create a large world up front and allow players to glide around more freely.

I have deliberately used deception in my level design in levels like 1-10. I am sorry that I have made you feel dumb and exhausted. :D Overall, I did find it hard to make levels that are not too easy or too hard.  I think it is safe to say that I have made the game too difficult and need to make progression easier.

This being my first puzzle, I was quite surprised how little tweaks to the game's rules would have an immense impact what kinds of levels one can express in that resulting "puzzle language." For example, my girlfriend is annoyed about the mechanic that you first sink before the lift of a cloud is applied, which means that you cannot U-Turn under a cloud if you have an elevation of less than 3. In a way it's not realistic or intuitive. When I changed the game to add the movement sink and the cloud lift into one, sevreal levels completely fell apart as you could basically choose your height freely and then travel across the map.

Have you seen or used the help button? If so, have you found it useful?

Without spoiler, have you clicked the "Watch Tutorial" button in the "You've run out of lives" screen?

Congrats on making it to the second world. And thanks again for playing and your input!

Thanks for playing and thanks for the feedback!

I've just added lives. To be honest, I think I would also prefer to publish the game without them.

How would you monetize this as a mobile game withoiut lives and eventually rewarded ads to get additional lives?

Hey Harnaś,

unfortunately can't try the game as I'm on a Mac.

Love the idea based on what you've shared on Discord.

-- Jan

Hey Jakuro,

I felt intensely uncomfortable. Very well done.

Embarrassingly, I kept forgetting if my last turn was left or right. I had to take a break after my third death.

Loved the voice over. And the wording of the Uncle's letter.

I would like the car breaks to be stronger.

-- Jan