This was fun to play, the audio and visual match the vibe, and you managed to get a tutorial in the game! Well done
Quosmick
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It's incredible how much art you all were able to get within that 10-day timeframe! The voices were fun, and I particularly enjoyed the idea of switching between characters to achieve certain goals or tasks. It may have helped to have some sort of internal dialogue about what to do. Of course, there was the to-do list, but just a little nudge in the right direction may have smoothed the experience. I got stuck in the room on my first playthrough and had to refresh.
The sounds and graphics are mesmerizing! I enjoyed the kaleidoscopic background. I got stuck at the interesting and beautiful stone tower, and couldn't figure out how to proceed. Then I walked as far away from it as I could and went outside the bounds of the level and just stood in space. Was a very cool experience.
Overall, I loved this! I think the idea is super funny, the art is cute and fits, you introduced the controls in a simple and understandable way, and it felt a lot like walking a dog that you have no control over. Generally, an interesting way to control chaos. What I wondered, though, is if you meant for the dog to jitter around the screen in an unpredictable way? Sometimes he'd be pulling me off-screen where I could hardly see my character. It felt like there was no point in my pulling on the leash, either. I ended up losing by falling into a small crevice with water and no longer being able to see my character.
This is a fun idea. Once I played one round and pressed the buttons a few times, it became clear what I would need to do. Something like a tutorial would have cleared that up. It was kinda jarring to be told I needed more of a resource that I did not know how it would be usable, so I just bought three of everything, played my first round, and realized I couldn't fence anything in. From there, it made more sense. The sheer number of things you put on the screen in the shop also set me aback. I'm sure the loadout would have been helpful if I played more and for longer, but just diving into it seemed overwhelming. It might have made more sense to have the first (tutorial) round before the shop with an endless number of fencing, which is then changed to a limitation, so the player can play around and learn. Otherwise, I'm impressed with how fluidly the fence-building mechanic came out! I liked making crazy shapes with it.
The art was great. Your title screen, in particular, was pretty. I know you went with the "Show, don't tell" wild card, but the opening cutscene was jarring and I don't really see how it connected to the game. The fact that the plant would grow taller than where the guy could hit was a neat spin, and immediately had me wishing I could jump more. When I went to buy the upgrades for the first time, I thought clicking where the money sign was would buy it and so I rerolled until I had no more money. I was wondering if (and maybe I didn't get this far) the plant would eventually put out leaves the player could land on? That would make it a little less jump and click constantly. Overall, smooth gameplay, though, and fun aesthetic.
Yeah that opening cinematic was nuts and had me saying, "They were able to put this together in ten days?!" The actual gameplay was a comfortable reminder of flash games. I quickly wanted more variety and action. It had me wondering if you guys could break the game into rounds where the player adds more cards into the deck or removes certain cards to make it more of a deck builder, something to break up the monotony and give the player more autonomy.
The artwork is fantastic. The opening splash is what brought me here for sure. I like the background and parallax effect. The music is charming and relaxing.
What I struggled with was the controls. Could you have made the "throwing the box in the air" a little shorter so it could be caught in less time? In general, I wanted the putting the box on your head feeling to be snappier and more responsive. When I was moving, it kept falling off my head. If that was your attempt at portraying "controlled chaos," I get it, but it made for frustrating controls. I wonder if you could eventually have built in a telegraph for how far the character would throw the box. It might have made the puzzles too easy, and I felt like I already had a good sense of how far it would go, but the few times I missed and had to struggle back to the throwing point were more frustrating than fun.
Overall, I like what you've put together and love to see new mechanics in a 2D platformer world.
I thoroughly enjoyed the aesthetics and art for this game. This looks and plays as a unique experience where the animation makes it feel like I'm playing a cartoon. I enjoyed that experience. I wanted to explore responding to see what felt obviously different and didn't notice too much in terms of gameplay. It also felt like I wanted to take damage eventually? If my purpose was to "get better" then I feel like taking damage is the only way to experience some interesting parts of the game. I think something that made what was happening a little clearer or make the gameplay so obviously different that the difference is clear, and this would make for such a fun system to explore. I love the idea of playing as my avoidant self.
Your art really stands out. This game has such beautiful aesthetics and it's very pleasant to play. I really like that you created a way to pluck and move the flowers. The part of me that wants to speedrun or break games made me want to pick all the flowers up and put them in one place to collect forever. I hope you guys get to create more. Again, absolutely adore the art style and wish I could draw portraits as cute as yours.