Thanks!
Roxtone
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Nice presentation! I liked the premise of limited vision. Unfortunately the game was a little buggy so I didn't complete it (for example you fall down and die when trying to light a torch). Gameplay mechanics were also confusing - it didn't seem like lighting things provided any more vision or acted as save points. Good try though!
Perfect visuals! It's a shame there is no audio in the web build but hopefully it will be fixed after the jam. Drag mechanics didn't feel that good and there is very little feedback to know if you dragged an ingredient to the right spot. Sometimes they just disappear under the bowl and there is no way to continue without restarting.
As a side note, I think a better thumbnail would get you more ratings.
Beautiful art style. Loved the illustrated tutorial and handcrafted fonts! Music was great and it fit the playful tone of the game really well.
Gameplay idea is seriously very good but in practice most of the time it felt like I am randomly stumbling upon bugs before figuring out their movements. It's hard to keep track of all of them at once (but it's possible you're not even supposed to).
Maybe something like revealing the bugs far away from the player would be a good solution? This way you could learn their movesets by observation and only track invisible ones close to the player. Or maybe I should just get good ;)
I think survivor-like type of games are inherently not cozy ;) Nevertheless, this was well executed and from what I've seen you made everything but music yourself, which is impressive! I especially liked the little leaf knight character sprite.
I think some feedback when hitting enemies would help - something like coloring their sprite white for a frame. The enemies in the 3rd stage had a lot of hp and I couldn't tell if I even dealt damage to them.
Music also felt a little jarring at first but in the later stages when the bass hit, it was really energetic and intense.
Nice artwork! The puzzles were interesting and just the right difficulty.
I think the sci-fi looking dialogue box was a little out of place - would've looked more cohesive with a parchment background. It was also sometimes hard to figure out the exact shape of the items - for example the mushrooms in the first two levels. Maybe coloring the occupied spaces with at least a faint color would help.
The music was pleasant and catchy. If the composer is reading this - you should try moving the strings track ahead of the beat a little by adding a negative delay, if you can.
Thank you! This is really good and accurate feedback.
You are totally right about the collisions. Level design was one of the last things we did so there wasn't too much time left to playtest and fix that.
We are also not perfectly happy about the spirit/indicator colors. Ideally there would also be symbols or other traits to distinguish between them for colorblind people, but we didn't manage to get into that and decided to keep the colors as distinct as possible.
Thank you! I think I will have to disappoint you because there is no ending currently (we ran out of time). We originally planned a reunion with all of the saved spirits inside the cottage, drinking hot chocolate and relaxing by the fire before the winter sleep.
There are 4 levels of raising difficulty so you can consider yourself beating the game! Puzzles are procedurally generated, so each time you play the spirit colors and their neighbor preferences are unique. Sorry for leading you on!





