Thank you, that's great to hear! :D
River Forge Games
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Stunning! This is perfect given the time frame, and both a lovely idea and a lovely execution.
I would really enjoy if you added more decorations and a little more open-endedness, this is a fun experience that I think is worthwhile :)
I do have a few minor notes in case you do want to keep working on it, but it really is great as is...
1. I was a bit confused on why I couldn't leave before realizing you can't leave while roasting a marshmellow
2. I didn't understand quite how roasting marshmellows works right away, and it took me about 4 minutes to understand that you can roast them faster with a bigger fire
3. Fishing was not immediately intuitive; I lost a couple before realizing all you had to do was click the rod while the fish is in the green area.
4. I'm not exactly sure how warmth works; I know that eating a fully roasted marshmellow works, but it seems like I got big increases (even bigger than from eating a marshmellow) at other times that I couldn't explain, but was very thankful for...
I adore the cozy vibe from the graphics, mood lighting, and music! Easy full marks for me there. Aside from a pretty hilarious bug where you can keep hitting complete order and then when you press back tons of customers come and go as if you completed their orders too, it actually worked quite well.
I would have liked to be able to skip/progress the dialog a little faster, sometimes I was just waiting for the customer to arrive, or finish a line too long. Skipping the typewriting sequence was nice, but being able to get the order to come out/the next line to come quicker would have been great.
Lastly, some of the things you need to do were just a little hidden; for instance, it took me a minute to find how to actually add tea to the cup because I assumed the tea wasn't in the "cakes" section.
Overall very pleasing to the eyes, ears, heart, and soul, and quite playable in browser.
Great work! :)
Thank you for sharing and congrats on finishing with a few hours to spare
The graphics are quite appealing, and I enjoyed the various platforming mechanics, especially the bouncy clouds.
The post processing looks quite nice, but it made the character blurry and made it hard to recognize some important objects at times.
I share in the experiences others mentioned, where text got stuck on my screen, and I was not able to finish the game, but I was able to collect a few ingredients and I found what I think might have been an oven!
If you were to put more time into this, I would love to try it again with music and sound effects, that would really complete the cozy vibe for me. ^^
This is my favorite so far in terms of visuals/aesthetic/appeal! Very cozy, cute, and the platforming mechanics/controls feel great! The only thing I would do with more time is perhaps letting you knock over more things/having more interesting interactions, or having a more rewarding cutscene of sorts at the end. :)
I actually really enjoyed this one, and it is one of a few that I've tried so far that I was able to finish :D
I would like for there to be a keybind to submit the robots, as you do keyboard controls to build the robot but then have to hit that submit button with the mouse, and it slows me down a little bit.
It's a real quick play with a high score feature, easy to learn, and makes me want to try for a better score, so you've got something here :D
While I don't think it is the typical kind of cozy, neither is mine, and I do think it is cozy in its own way!
The feature where they say what they want and it's different than the schematic is a liiiiittle confusing, but I get it. It's not immediately intuitive when there's a contradiction which version you should listen to, so I just went with the dialog version because that is the "new" feature or information.
Nice job with this! I had some similar UI issues with my submission and ended up going for a worldspace canvas so that it wouldn't scale with screen size at all, and I set a fixed game window size in my itch page so it would show up the same on every device.
I enjoyed the music and the visuals in this game! The most entertaining parts for me were how the plants wiggle, that you added wandering NPCs, and that you can alllllmost force your way through the fences, but not quite. XD
It would have been nice to be able to cycle through your items with the number keys, it took me a minute to realize you have to use the scroll wheel, and I couldn't really tell when the plants were ready because I didn't know what a mature plant looked like when I first planted them. The wiggling animation on them almost makes it look like they need to be interacted with, so maybe they could only wiggle when they are ready to harvest. :)
Thank you for the feedback! I was originally planning to just have a brief intro for the tutorial, but I ended up going kind of hard with the dialogue...
I'll look for an easier to read font to update it with after the jam review period. Do you think it'd be cool to keep it for the titles, and just make the body/description texts that are more lengthy an easier font?
Y'all had a similar idea to mine! Love the name of the game.
Also, I've played a few games from this jam with water in them and in some of them you could walk on the water, so nice job setting up the collisions :)
Unfortunately I couldn't find any aliens to interact with. Not sure if that part was finished?
Congratulations on making your first Unity game! I really enjoyed it and appreciate that you took the time to put in music and sound effects!
A couple of funny moments: I found a credits menu with placeholder text/not filled out, and when I tried to go full screen the game went black and I had to restart it.
The feeding of the animals was pretty intuitive, and I liked that the animals had preferences for which food they wanted. :)
This one is my favorite so far! I really enjoyed how the creatures followed and always seemed to catch up with me eventually, even in the maze, and even if they seemed like they were too slow.
I couldn't figure out how to get it into full screen, and when I first found the nightberries I thought I must have run out of time because it said something about me not being fast enough. I tried again and did it much faster, but it said the same thing.
Unfortunately I couldn't read the whole text on the end screen because it was cropped/cut off.
I would recommend that you add a few sound effects if you ever work on this again, that would really elevate it even more. This definitely has the cozy vibe!
I enjoyed this one quite a bit! I like that you added music, and if you ever have the time to add sound effects, that would really level it up! A couple of controls were confusing, it took me a while to find everything, I accidentally deleted a drink, and I accidentally sent a couple people away by basically giving them nothing?
I really enjoyed this one! Definitely cozy, and I just had to know what would happen if I filled the entire shelf (did not disappoint XD).
Some feedback:
- If you do fill the entire shelf, finishing the next arrangement breaks the game
- It was difficult for me to place the flowers without clipping them through the pot. Not a lot of room to arrange the flowers in the opening of the pot
- I would have really enjoyed if we could basically cut the stems, or otherwise adjust the height/length of each flower
- There were some buttons that had nice sprites, and some that had standard unity UI sprites
Great atmosphere! I really like the visuals, music, sfx. It's unfortunately difficult in a way that isn't fun or cozy for me. Particularly I'm not liking that I can often get to the "fish on" part where you have to press space but there isn't an audio queue for it and sometimes it only flashes on for a fraction of a second before I lose the sweet spot, so I find myself just staring at that text trying to react quickly enough.
Congratulations on what seemed to me to be a bug free and intuitive experience! I enjoyed that it seemed like all of the units were useful, at different points in the game. Nice balancing. :)
It did seem that a similar strategy worked in each level though, and some additional layer of mechanics or upgrades if given more time to develop it would have been nice, like upgrading units, or flying units that don't follow the path, or something.









