many thanks! ^v^
Rainwad
Creator of
Recent community posts
pretty fun game overall, though it definitely has some issues with gamefeel --- enemy telegraphs and hitboxes are pretty wonky and unclear sometimes (e.g. hard to tell when a snake's bite will start hurting you, some bosses like Mite could use more telegraphing, etc) --- it feels like pickaxe is objectively the best weapon , since it has both the range that allows you to circumvent enemy hitbox jank + lets you spam click it up close to deal the most melee damage --- and, i also wish mining mattered more as a mechanic
complaints aside, i dig the game's art, it's got a pretty fun core gameplay loop, and stuff like the drill is SUPER fun to use, even if dangerous, lol. pretty well done! :>
hell yea!!! Cortex Command -- made by the same devs as Planetoid Pioneers -- was actually a big inspiration for me when Violet and i were first spitballin' ideas
(and ye!! as Vi's said, it'll definitely be a comment on that, but it'll hopefully also have proper functioning shop mechanics in the future as well :P)
thank u very much! Godot gang!!!
i have actually tried to make a game a few times before, but ended up too ambitious every time
- first attempt was simple enough (platformer about a little blob dude), but i ended up burning myself out by putting WAY too much effort in the animations
- second attempt was way too much work in general ("""small""" horror game on a mostly-cute alien planet, encountering some cute and some creepy creatures)
- the third attempt WOULD have been simple enough (ghost flies around and eats other ghosts), but guess who got burnt-out again by doing too much animating, lol
finally being able to get out a true small game has been super satisfying! now that i know i can do this much in 3 days, making games in general feels a lot less like some impossible dream :D
super cool concept, and the vibes + music were very good!
gameplay got pretty frustrating at level 3 + 4 though; with so many different leaves on-screen, it often felt completely random which leaf i'd switch to... and i'd constantly be stuck controlling leaves i didn't want to control, as i watched other leaves fall right past the baskets i needed to land them in
i would've played through until the end, but i encountered a bug in level 4 that made me quit: when i pushed the tree over to the wrong side, i had to slowly push the tree back in to the pit with more leaves - but before i could accomplish that, the game softlocked after a leaf i was controlling hit the ground... it seems like the controller didn't know where to go, so instead of going back to the player, it just vanished, and i couldn't do anything - not even press R to reset the level... sooo, yeah.
even though i spent like 90% of this comment complaining, this was still a neat experience! can't blame ya too much for the flaws with only 3 days of development. i could definitely see this game being a lot more fun + polished in a post-jam update!
loved the vibes!!! the music + farm atmosphere was very relaxing, and seeing / hearing the river actually made me smile and go like "ahhh, that's nice! :)"
gameplay was a bit repetitive tho - could be more fun if the player could mess around with trying to carry as many pumpkins at once and risk having them fall over, instead of being strictly limited to a maximum of 2 at a time. tho it is a 3-day jam after all, so i can't be too harsh about it
overall, very nice!


