lots of different things that can happen, really cool! i think the place to go next would just to be to add more visualization of things happening, which you already kind of have with the city view anyways. thanks for entering!
paper_mint
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really cute! thought the keyboard idea was clever, its harder to type stuff you dont know which made it confusing, and it also makes sense cause its a dog. i didnt think that the plant was an interactable object, so it took me a sec to figure that out and finish it, but really nice otherwise. thanks for entering!
cool idea, main suggestions are just to indicate the items a little more clearly, especially since assets were reused so much. a lot of the objects looked "selectable" but weren't. I like the idea that simple player input that leads to a lot happening in reaction to it though, and i was surprised that there were pretty elaborate scenes after the combinations were found. thanks for entering!
yeah that was frustrating, they were sort of these obvious scenarios where things could go wrong, but it was difficult to figure out the order that the actions were supposed to go in. maybe itd help to add more than one correct solution, or to pass the player even if it was the right subjects in the wrong order. i got the shopping mall and the painting though
hey if you have a project you want to have some music for lmk with a vague idea/whatever concept art you have so far and ill try to make you a song for it cause im bored and want to write more music. my website has some sample stuff on it so you can see what kind of stuff i usually make. my site
very hectic! really like the expression in animation, sort of reminded me of ace attorney, in that theres minimal player interaction, but the differences you do make cause the characters to react in a very over the top way. main gripe with it was that some of the queues were really hard to see. the son in law's change was hard to tell apart from his regular sprites. the also, thought it was a little too "real"? like hearing the baby crying + music speed up + so many other sounds was irritating in a way. im not sure if you meant for it to be stressful in that way, but if you did it worked really well lol. can be hard to achieve "high stress" without the stress feeling unpleasant, especially when it comes to audio. thanks for entering!
yeah i forgot to change the ending screen taking a good 3-4 seconds longer than it should... but the beginning of the levels needed some sort of "break" imo. i added in the fake load screen cause the immediate transition from the calendar screen to the level was sort of jarring. i need some kind of start level screen that has a cooler more appropriate transition. but i didnt want to take out the funny dog calendar... so its sort of an unnatural pause. thanks for the play/feedback!
really nice story! liked the simple tension of the window breaking combined with the correct/incorrect dialogue. felt like it was a fairly synergistic combo. by the way, i feel obligated to plug Axelay, a shmup for the snes. judging by your visual/musical taste you'd probably really like/draw from it. or any snes shmup really. thanks for entering!
ps- i also experienced the copied dude thing, i think it has to do with getting thrown away while an animation is still playing. not sure though
i clicked on the cute dino game. i didnt expect to see an accelerated history/evolution of an intelligent species and war and progress combined with themes of the impermanence of life. 10/10 this is actually incredible. really like games that have complex and cool inner workings that can be interacted with through very simple input (click and drag in this case). impending sense of desctruction, short/sweet playtime, niec art style, lots of things going on on screen lots of progress, different structure types, different ways of interacting with one another. actually one of my favorites, thanks for entering!
really cool visual/musical style, like the gameplay twist on lethal company, really impressive amount of work in such a short time. only gripe was the frequency matcher. didnt realize what the logic was until playing with it for a bit, with the two waveforms on the top being added together to form the third waveform with the goal of matching the fourth. it is a pretty intuitive thing, but it wouldve been nice to have been throroughly explained in the game description. times where i really just didnt get how to match the frequencies, might be skill issue, i just didnt really know how to approach solving them. thanks for entering, this is a really cool idea!
graphically nice, gameplay mechanics functioned well but were a bit lacking. the level designs felt sort of random, didnt really feel satisfying to solve. tutorial was good, but i wish it mentioned how the characters moved. also, the win condition said "save half to win", but i wasnt sure if it was necessarily possible to save everyone or not, so i wasnt sure if the last level was impossible to finish flawlessly, which was somewhat unsatisfying since that meant i would either stop playing wondering if i could finish it, or continue playing an impossible level until i gave up. great overall, just a couple of mechanical quirks, didnt notice any major bugs. thanks for entering!
upgrade tree was nicely done, though once you figure it out its just sort of a matter or doing it. kinda has that solving/executing dynamic that some puzzle games have where once you figure out how to do it, theres a long "execution" which can be boring/detract from the puzzle aspect. and if you want to try a different solution, it takes a long time to test that theory. you can take advantage of that if you have a fun active gameplay mechanic, but since the ui navigation was somewhat clunky, and the main mechanic was just clicking it was sort of frustrating. really nicely balanced/themed game overall, just that solving/execution dynamic was a bit off. needed something interesting to keep the players busy imo. thanks for entering!
cool concept, liked the idea to collect things on a timer before the battle. just felt a little static since the actual system for collecting stuff was just walking around. couldve used a little more explanation in the description, especially the ally collection system + battle mechanics. thanks for entering!
ps got runtime error index out of bounds during battle
there are a lot of sort of pretty looking games that are mechanically frustrating, this is not one of them. i wanna look at this in more depth later, but the visual/audio style is really nice, and the mechanics were kept simple/small enough so you could really polish them. this is really nice, thanks for entering!
yup, i feel like many of the games in the jam need a tutorial honestly, but i dont think many people had time to make them. takes longer than youd think. thats why i tried to be as descriptive as possible on the itch page, but i thought it would be too wordy to try to explain the block placing mechanic. so i hoped people would figure out from the screenshots... i should've at least linked a video or something. thanks for the feedback!


