The concept is really cool, I would've loved to see it developed further!
plasol
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I could go further, but the game becomes more like an idle clicker than an aiming arcade after so many upgrades lol.
Joke aside, I really liked this entry. The gameplay hooks you right away, and the game's art style and narrative work together really well! ^-^
It feels very polished and "juicy", shooting fruit is really satisfying. I found just a couple of things that could be imporved in my opinion. First, you can't chose upgrades, so the player keeps getting stronger without any agency about it. And second, I found a bit annoying that a fast-paced gameplay keeps pause itself (with chest opening and the coconout). It's the kind of thing that makes me lose focus. It's a bit like pausing in a racing game: you already know you're going to crash at the next corner once you resume. I hope that makes sense. XD
This is not my cup of tea, I don't usually play cozy/farming games. I always like having a goal to strive for lol.
I still appreciated your take on the theme. I think is clever, and it's support from different gameplay elements. The only thing I want to point out, is that the game would looks way better polishing the UI a bit.
Overall I think is a very creative entry, thank for your submission!
If you reject them, you simply become close friends, and you're free to pursue a romance with another character. If you end up rejecting everyone... nothing happens. ^-^" I considered adding another alternate ending for that scenario, but it would've been so hard to unlock that it didn't seem worth the effort lol.
Thank you for playing and for your honest feedbacks! ^-^
About the countdown, I think you have a point, at least to some extent, but I'd like to explain a bit more about why we chose to add it. There were mainly two reasons behind that.
Narratively, we wanted to create the feeling of a hotline where lots of calls are coming in and you have to pick them up quickly, keeping the line open whenever possible.
Mechanically, I wanted to create some pressure and encourage players to make quicker decisions. There are several games that combine QTE with dialogue choices specifically to prevent players from carefully analyzing every option. In the first iteration, the timer was much shorter, but I didn't take into account that questions had various length and that players have different reading speeds. That's why I decided to increase the timer to accomadate everyone.
I agree that the game would still be fully playable without the countdown, but it would change the experience, at least to some extent. Anyway, I found your perspective interesting! And sorry for the long answer lol. I hope you still find our game enjoyable! ^^
I'd like to shed some light on this mechanic, which is intentionally kept hidden during the game. Every character has both a bad ending and a romance ending. Getting the bad ending is fairly simple, you just need to give that character an answer that make him feel more depressed for three times during the hotline phase.
Reach the romance ending is a bit more tricky. After giving the correct answers over the phone, the character will eventually show up at the bar and ask you a question. If you answer all three of those events correctly, you'll unlock the chance to go on a date with him/her!
There's a bit of rng involved in when characters appear, but every ending can be achieved with some patience. I hope that clears things up. And thanks for playing our game! ;)
I like the idea and there are a lot of different cool cards! ^-^
The background music don't loop, and the game become completely silent after a while. I think some sound effects when moving and playing cards could also improve the game a lot.
My main issue is about the UIX: having to drag in the right space, click confirm and click on a tile for every single card is a bit annoying. You could try to reduce friction in many ways, for example you could assign the left mouse button to play cards and the right mouse button to move the character, or maybe implement some keyboard shortcuts.
Cool game! It's an interesting take on the theme.
There is a lot of stuff going on in this game, so I think it's really difficult to find the right balance in terms of game balance and pacing.
The narrative was my favorite part of the game. I really enjoyed the events, and the flavor text greatly enhances the immersion while making the world feel much more alive (or rather, undead?).
I really enjoyed playing this game! I like your take on the theme and the presentation is pretty nice, simple and effective.
Level "Shimazuki 2" has two different solutions (the first two tiles can be 4-5 or 5-4). Except for that, I loved the puzzles, they are clever and well designed.
Thanks for your entry! \^-^/
A solid entyry, I had fun playing the game!
I could point out just a couple of things that can be improved in my opinion. The player movement is smooth, but there is a little delay on the jump that is a bit annoying. Also, the timer is way too long, instead of give me pressure I just don't pay attention to it at all.
Except for that I didn't find bugs and the game seems very polished to me. The puzzles were nice too! Good job!
I din't know rummy, it was fun to learn and play it! The game is very well made and polished, I appriciated a lot that you can sort the card just clicking a button, it's an important quality of life addition but easy to forgot.
I'm not sure about the perks, I felt like they were not really impactfull in the game.
One of my favourite game in the jam so far! What a blast!
The art style is cool and polished and the dialogues are so well written. I love the game world and the premise, the gameplay is easy to understand and explained very well in the tutorial. The characters are cool and each one is unique, it was fun to speak with all of them. There is a lot of stuff for just 4 days of development!
A couple of thing could be polished, in my opinion. I found a bug where if you click on someone but you ran out of pamphlet, it just get stuck on the screen. I also found a bit weird that spacebar advance the dialogue and at the same time show/hide the clock (very cool UI there btw). Lastly, I ran out of pamphlet on day two, making the last days of gameplay a bit pointless. I would prefer to have a set amount of invites to deliver every days, instead of a bunch from the start.
Aside from this little things, it was a really fun experience. Thank you for your submission!















