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rutbny

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A member registered Jan 08, 2018 · View creator page →

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it did feel good i can agree with you there!! i don't really mind it so much, even so there was always a throttle (how fast you could harvest, and how fast you could produce yarn), so it didn't make the game unfun or unplayable, maybe just a touch unbalanced, which is fine

and yeah, i understand there being a limit for hardware reasons! and i understand that there needs to be an ending, ideally  - it just doesn't feel as satisfying or in theme (with the rest of the game) to be a random generic number counter that breaks arbitrarily, (like i was saying in my original post, as a player there seems to be no reason this counter in specific breaks as opposed to others that don't, except for the fact that the game needs to end)
other games might have you saving up to buy something like a house at the end of the game, or might have a counter counting all the wool you've produced ever to be set as a goal... here, the ending feels a bit random and dethatched from what the game is about is all! 

i will admit there was a bit of foreshadowing with how the number was formatted 0000, but i had no reason to believe the answer to the question "what happens when i get to 10,000?" to be "you 'break the game' and it abruptly ends" 
when i was playing i didn't exactly think there even was an ending... which maybe isn't ideal.. my personal goal that kept me playing the game was to play until it crashed lmao (because everything was exponential i just guessed it would become unplayable)

it sounds like you got stuck next to the big generator, if you whack the big box with the black outline it comes alive!

if not it would be really cool if you could give us a screenshot of where you got stuck, so we can make more clear what you need to do in the future!

i got pretty frustrated playing this game, the hands would often go to clash but not hit, sometimes i would have to beat the hand three times before it actually "counted" - or they would beat me 3 times and it didn't count... - i still have no idea why this happens or how im supposed to tell what's going on there, there were shapes that would appear but that didn't help me decipher it

there wasn't enough feedback for when you could or could not change your guess, which left me feeling like my buttons just weren't working half the time.
i would sometimes instantly lose before i had time to swap because by the time i tried i was already locked 
i would sometimes press one button wrong first, and then try to swap quickly to the correct one (pressing 1, then immediately 2) and i was unable to swap, which also confused me at times...

overall i managed to get past those problems, i think the game is quite nice conceptually and artistically, though i was struggling with operating the hand properly and understanding the game despite the concept being quite simple at a glance.

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edit: there is a bug where if you go to a different web tab and back in all the music notes play at once! so loud owie!!!

was a fun game to hunt for a high score, i wish the high score was saved somewhere in case i accidentally reset before i got a screenshot!!

i think the water is balanced really well, and the game is perfectly executed for what it is. im glad the water waits for you on 0.
would have liked a volume slider maybe?

i do agree with some comments saying that the spikes should be more visible, the spikes are pretty low-contrast all things considered

i could probbably get higher if i tried a lot more times, but it seemed like the water was going to kill me around the 200-300 point regardless

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i quickly realized that you could go over the cap of wool if you collected fast enough, and therfor stopped upgrading it ever - (i had a cap of 60 by the end, and was collecting 750 wool every sweep because i maxxed out a lot of collection-based stuff instead of going for "+5 storage", it would have taken me several shops to even collect any more, and by that point it would have been pointless)

would nice to see a continue button, and a timer for how long you spent playing at the end when you break the four digit counter, a little strange that "you broke it" is the way the game ends, you made that counter arbitrarily stop at 9999, when other counters that you interact with go above that, (10,000 wool for example) maybe it would make more sense if it looked like more a physical seven segment display that only had 4 digits, doesn't feel very in theme to the game either other than fitting the "counter" theme,

i do think that the design is good otherwise, and the balance seems to be fine, you're always throttled by something, and you're given multiple ways to solve each of the ways you're being throttled at that moment, and there was always a reasonable upgrade to choose, though the max storage being lenient like it is makes it non-existant as a throttle, and it just boils down to processing time and sheep sheared

edit: forgot to mention them, but the sounds were good here, the main menu was also really nice! glad that got in there, really important for the gamefeel i think

i am IN LOVE with the main menu, and this game's concepts, really good jam entry .

the main critique i have comes from the fact that i wish the numbers on the clocks were more accessible, having to hover over all of them to understand the puzzle was kinda lame in a puzzle game the is controlled by the keyboard

sadly, i wasn't approaching puzzles by trying to learn and understand them, but rather by using deductive reasoning on the paths that i take, (what is the path that it looks like the level designer wants me to take? i'll take that one..) it almost always worked with few exceptions, and in those exceptions i either found an easy solution after i tried to learn it, or i just spammed left and right until the door opened...

i wish the doors would have told you when they were going to be open on the next frame, because only being open on the frame that you moved to them made it harder to solve puzzles by looking at them, and made me have to double check the numbers on each of the doors, early on i didn't understand this too well and just thought doors were closed when they were going to open if i moved into them...

really good concept, the puzzle mechanics are easy to understand, however finding the information you need to solve the puzzles sometimes takes more effort than just spamming right and left to solve the puzzle

i would have liked to start out with less units so it was easier to control and to understand and a better understanding of what each specific move did to begin with. i got pretty overwhelmed at first but i did manage to get through the whole thing

 i wanted to manually move them all but the controls were too awkward to properly do so consistently, the game was missing a lot of much needed feedback. i did end up just spamming auto unless everyone was holding each other, in which case i did move around a few pieces and that changed the outcome of some fights (wonder why the auto- code doesn't do that, hm)

i do think the game was fine, a little more explanation and feedback would have gone a long way... it looks decent, it was pretty clean, i do wish the combat log was more helpful than it was necessary for understanding the game

the game plays itself, and i felt like i had seen the whole game after i played just two levels...

i do like score hunting in games, but most levels in this game discouraged score hunting by throwing unavoidable enemies, hazards, and tunnels at you, which won't affect you unless you have a big score, punishing high number counts more, and making it easier for lower number counts to pass.
the bonuses were always all so easy to hit, there were very few levels where you even could miss a multiplier and be punished for it 

i found myself wondering if i should see how close to 0 i could get on any given level instead of going for high numbers, because i won all the same and had no goal number to shoot for besides "as big as you could get it"

level 4 was different; i was able to get 100+ points over my original score by trying really hard to avoid the enemies and hit the multipliers properly.
(the multipliers on level 4 were so big AND you were allowed to dodge the enemies- it meant that me dodging them mattered A LOT for the final score.)

i do think a lot of the problems this game has are vestigial of the "fake game ads" that this game seems to be replicating, those ads are intentionally designed to trick you into clicking them, by watching someone fail at an easy to understand and impossible to fail challenge. (and this game is easy to understand, and impossible to fail, leading me to feel like what i do doesn't matter at all)

i also think a game like this can work with more intentionally designed levels, or a better set of goals for the player to shoot for.
i had fun playing level 4 and hunting it because in that level in specific i knew i had the tools to get a better score and set that as a goal for myself-
if all the levels were designed like level 4 was, in such a way that you were able to dodge enemies, and losing guys meant big differences in the score - i would have enjoyed this game much much more.

the game itself is completely functional, there's no major bugs, there's volume, a level select, cute art, you made everything that a game like this asks of you to make and some more, but as a player, there isn't any goal besides beating all the levels... and the levels beat themselves

my best scores were: 
lvl 1 | 89
lvl 2 | 62
lvl 3 | 69
lvl 4 | 446
lvl 5 | 209
lvl 6 | 146
lvl 7 | 180
lvl 8 | 34

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| I don't think I got 100% completion ; you have 9/12 normal crayons :)

there are 12 normal crayons in the game, 3 of each of the colors! (and maybe a secret color of crayon that adds up to 15 total)
you don't get anything for 100%ing the game, as much as a little dialogue would have been nice ; you do however get to see of the flowers by the butler bloom and the knowledge that you found them all..


| Was this game really made during this game jam? ; YES !

me and inkspinner spent as much time as possible working on it like we usually do for these jams!
(we do have quite a bit of experience with these by now, and do take them pretty seriously)
i do spritework and map stuff while ink does all the coding, sound, and animated stuff...
usually in these jams i have more time to relax.... but this one had sooo many assets to work on and so many places to fill with stuff, that there was very little time to waste! definitely the biggest most messy tilesheet and map i've made to date haha..

the ending scene was completely made a few hours before deadline even... stage dinosaur wasn't in place until the second to last day.. (the stage does look a bit barebones waa >.< )

we also did have a few tester friends help us by playing through the game on the last couple days so we could get feedback which helped smooth out some areas where players might get confused, give better feedback on things that were missed, and let us balance the enemies a bit... which was really important i think!

there was a lot we wanted to do with this game, one of the main goals was to make a game with a lot of enemies and things to run around and interact with, we felt we were pushing it, but we didn't know by how much haha, maps in these kinda games are big!
( we originally wanted to make a castle area!!... we originally wanted to make a boss at the end after/before the connect four game... we originally wanted the crayons to buy weapon upgrades... and i think we wanted more creatures too.. no time for any of that!!! )
but we got there in the end, cutting whatever we didn't feel necessary to make the game work! 

thank you for playing !

yeah no i liked the concept, good work for a first time love2d project, i know how rush can make balancing hard!!
a lot of the games i worked on ended up a bit too difficult for the average player for many reasons and some end up being impossible even for some who were dedicated enough to try for a long time... happens !!

good luck if you decide to expand the game a bit! :)

i like this game, the animations and art were cute, the tutorial is well laid out, everything makes sense


there's nothing to complain about here, maybe i'd say that
the sounds were a bit weird, some of them i could only hear in my left ear..
it seemed like the life counter and green bar didn't update properly?
and sometimes the text was hard to read when it overlapped other things ...
i think i killed a chick one time on accident and wasnt able to restart... but sometimes i attacked near the chickens and they didn't die... so that's weird

but those are all mostly bugs rather than problems with the gameplay itself 

it's a simple game with a simple concept, nothing terribly unique but i think it was done pretty well here, i liked the way the tutorial revealed itself slowly and gave me time to play with the attack too, (this kinda thing helps prevent getting overwhelmed with information as often happens in these jam games... usually you have to read a book instead of playing, or you have to play with nothing to refer to T_T), 

i think the difficulty was good for a game like this, using the cans as tougher more precise obstacles in the later game was good.
i liked the fact there were environments for each of the levels too! the sprites are really fun and silly, simple beginning, levels between, and ending, a complete game!

a winner is me! :D
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i like this game, simple rougelike with an easy to understand premise, it felt good to hit the skill checks, the feedback is nice (visual, sound), and it's fun to buy a buncha broken items and smash the enemies

i had quite a bit of UI problems when running the game, sometimes the text was too small to read, sometimes too big that it gets covered by other things, sometimes it would change midway through a run without me doing anything, so it took a couple tries to actually get a run in but it was fun to run through regardless

what i think this game is lacking is a bit of clarity and focus in some areas, 
as a new player i was really confused on what was happening, the skill check system is pretty comprehensible, so i was able to play the game just fine until i figured out what was happening
buuut i was getting really overwhelmed by all the numbers and things that were happening so fast,

i didn't understand what i was fighting, what i was on the screen, what those stats meant, and i wasn't given time to even try to figure it out!!
- what am i hitting? was my first question when i was playing the game....
- how much damage am i dealing?
- how much health do i have?
- how much damage am i preventing with the parry?
- what are those boxes at the bottom?

none of these things are made clear, they're hidden in weird corners of the screen and it took some scouting to figure some of these things out... (all while i'm still doing the skill checks !! aaaa!!)

the shop is also another moment where i get confused and immediately had a million questions,
- do the cards become used like cards in a normal deckbuilder?
- why call them cards if they're artifacts? 
- what made the equipment different from the artifacts?
- why do i have to pay money to level up?
- what does leveling up do?
- what are my stats?
- do i have any cards to start with?

i felt a little weird being in a shop with no way to see an inventory or stats screen,  and these things not being explained to me made it a bit hard to interface with, i did just buy whatever was the shiniest and seemed good and it worked out just fine anyways.... but i wish i was given the tools to understand the game better!

i wish the numbers were in easier to reach places, more obvious, more clear.... i also feel like the artifacts and equipment weren't distinct enough to warrant another item category altogether, and it might have been fine to focused on just one category of item instead... 

the game doesn't seem too balanced, there were UI problems and clarity problems, but i liked playing the game, i think it looked good and played well, and gave good feedback on the skillcheck.... i dunno how to tackle all the UI bugginess... oh yeah and it had a volume button and a main menu which was so nice!!!! if only every jam game would do that buahaha

this is my idea of the perfect jam game, simple, easy to understand arcade game that's fun and you can play as long as you want.

i have few complaints; i feel like the platforms and stars should never overlap, it is the only place where the game lacks clarity (will i be hit by the star under this platform? will i get that combo bonus?)  and it's missing a simple high score system of some sort, but otherwise there's nothing bad to say about it.

clean, elegant, perfect jam game

had to press enter on the main menu and no other button works...... you can't use WASD for menuing, just arrow keys
..took me a solid 30 seconds to figure out how to get into the game

the game is fun in concept, however in practice here there's a few things that made the gameplay painful for me

- you are asking me to type out a word quickly, though the animation for the next word coming up takes a solid two seconds, if it's supposed to be a skill typing game; why hold me back and give the enemy free time to hurt me?
(if it's a balance thing, make the enemy just drain me quicker!!)

- because i wasn't good enough to consistently win, nor bad enough to be losing, i just end up fighting the enemies for several minutes, and sometimes just had to give up to take a break or reset to make the damage even instead of trying to scramble back manually, i really didn't want to have to reset the game again, it was painful, something should be in place to prevent this endless tie situation?
(or resolve it faster if there is something going on under the hood that i can't detect while playing)

- the words being longer or shorter seemingly does not effect the enemy enough, i sometimes would be able to get in a lot of damage very quickly with easy words, or just as quickly go from winning to losing after seeing several difficult words in a row (back to purgatory !!! aaahh)

- the "multiplier" feels pointless; maybe you do slightly more than your enemy, but when the multiplier for me doing well makes my enemy attack harder, it encourages breaking even with the enemy, i don't lose as quick, and i don't win as fast...
(which can be fine in some cases.. but i wasn't winning, i wasn't losing, what am i to do but keep playing until i get too tired to keep up?)

- after a while, the words start to repeat, and while i understand it's a small game, as i played the meta slowly became to remember the words, personally i felt it went against the spirit of the game but it was my only real fight against the systems, though this is more of a personal gripe than anything else

TLDR, the game doesn't give any tools to players who aren't skilled enough to beat it, so either you are skilled enough to beat it, you're skilled enough to draw the enemy forever (and maybe get lucky now and then), or you just physically can't win.... typing speed isn't exactly a thing that can improve enough throughout the course of a jam game to let you win unless you're really dedicated, and i feel most players just won't be so dedicated to learn

of course, skill typing may just be the point, you just have to be skilled enough at typing to beat it; i do love evergreen game concepts, i think that a game like this could be balanced in such a way that both speed typing masters and complete beginners can have fun playing.

the art is really cute, the thumbnail is eye-catching, the designs are neat, visually, it's got character, overall i don't think it's a bad game, i just wasn't having a lot of fun because i got stuck, and there isn't anything i could do about it :(

scrolling the numbers worked incredibly weirdly on my trackpad so getting numbers that i specifically wanted was not easy; and there is NO feedback whatsoever elsewise, so i thought the program just wasnt working at all when i booted it up (no tooltips, no sounds, no changes on hover)

i just had to use whatever random numbers i could get... 

i do wish it were more of a game, though software is cool all the same; a bit awkward, a bit restrictive, though that's often a positive for programs like this.


i liked the experimental visual parts like the thumbnail and background, but was a bit disappointed by the gameplay being a clone of another game.. visually too; if it was somewhat changed then maybe i would have felt it was more original...

the gameplay itself is fine, a touch unfair, it wasn't so bad, just a few asked you to be extremely quick, and the explosions one i think was just impossible sometimes, which could get frustrating

the fact the guy's face was a meme face kinda ruined the vibe that /something scary was happening/, i was getting mixed signals

i wish the ending showed the room instead of saying what happened plainly like that, i would have liked to see the room lit up and the creature gone too, that would have been more satisfying..

so glad you took the time to go through it all!! 

you shouldn't feel bad about using the help box that's what its there for :P
the box-regrab was kept in intentionally as another way for players to circumvent the intended solutions - which are sometimes really difficult for the game's length and require some lateral thinking!!

yess.... muehehehe! i know that final climbing room is a bit mean but i wanted to reinforce the amount of work the player has to do now that the place is mostly destroyed and make a more punishing final room considering if you got to that point you probbably would want to beat the game...

i did try to reduce the amount of softlocks that were possible, but i really couldn't prevent them all >.<

53 minutes is also pretty average for a run of the game compared to our testing! thanks for playing!

I am genuinely in love with all the ui for this game from the main menu to the big cannon, it's unique and fun to play with

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i'm in love with the style and art on this game, the intro and it's text is beautiful, scrolling background, sprites are all very clean and pretty.

i did feel like something was missing while playing the game though, i didn't feel like i was progressing at all as i played until the background change was substantial. i think a cheap way to do this would have been a UI, depth meter, demons defeated, readable hp bar? anything to ground me a little bit, because at first i was worried there wasn't progress to be made... is this infinite? is this it? i found myself asking

i spent my first couple tries trying to hit as many of the demons as possible, but hitting the demons felt secondary, it put me at unnecessary risk vs just sticking to one side the entire game and getting to the bottom. hitting the demons did feel correct, and like it was what i was supposed to do, but i didn't ever feel incentivized enough to so, even in repeat playthroughs where i knew there was a score, and that hitting demons allowed me to hit more angels.

it wasn't immediately clear what hitting the angels was doing... i think the audio and visuals did a good job at communicating it wasn't necessarily good, but i thought i had lost the game entirely the first few times i hit one, and after replaying i'm still not sure what the mechanics of the angels are; when are you allowed to hit one? do they kill all the angels around them? is there any way to tell if i'm allowed to hit one? should i be trying to hit them to kill more demons? -- after paying closer attention i see now that the ribbon gets longer and shorter depending on how many demons to angels you've killed, though it's still unclear at what length it is safe to hit an angel.

overall, a decent submission, and i loved the looks of the game, but would need tweaks to be a smooth experience to someone who hasn't played, and to feel truly repayable by those who have, not having a visualization of how many demons you've slain or clear health indication is confusing, and it makes min-maxing angel sacrifices to score hunt tedious.

i'd love to see the systems, and story your game design document teases, i feel like a combo system and leaderboard could go a long way.

i wish you luck on all your future projects! <3

enjoyed the movement, felt pretty decent to play, the game looks nice (maybe excluding the clashing smooth non-pixel font), some sounds for things like the spikes and dashes and stuff could have gone a long way (even if it were really simple and crunchy), because it gets really quiet. the balance seemed good, the ability to leave without rescuing everyone meant that you could go back later and try to get them all after you got the hang of it, good jam game

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if you were curious, i saw your original post and decided it'd be good practice for me to make a walkthrough video for the easiest and hardest paths for all rods, you seemed to enjoy the game, thanks again for playing and the feedback :)

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some keyboards have that issue, sadly, otherwise im unsure about the diagonal inputs! but yes, even with you completing it i take this input to heart! while personally i'm fond of the unclear way to go - (lorns lure style) most players struggled with this, i'll be trying in my future to improve flow and direction of levels so that it's easier to feel where to go next (and see things like which platforms you can and can't put the core better), 
and as for the rods, while they were intended to be solved on a second playthrough after you learned some tech, or for less casual players, i did attempt to allow them to be completable without tricks, with the setback of needing to backtrack for them, even if it wasn't as clear how to do so- this could also be improved upon

thank you so much for playing and it's cool to see a 15 rod run with a decent time come out of it :)

i definitely liked the look of the game, the environments are great and the the concept is neat.

the combat didn't feel good, it felt easy to avoid and cumbersome to attempt, the attacks the enemies were doing were unclear and attacking felt like i was putting myself in danger rather than getting rid of dangers- 

the player was too floaty, the air control was poor,  and the fall damage felt completely unneeded, sometimes i would take fall damage just from jumping through the small hilly spaces-if you wanted to do fall damage it would have ideally had a purpose (preventing you from going places or something to that effect)

as you say a better player controller would probbably be a good idea to attempt, i enjoyed the look and mood of the game much much more than the feel- the scaling of the environment was cool and the visual of when you first get on top of a giant's head and then you're controlling it was a fun moment, neat jam game :)

the puzzles in this game are well made, i like the rat sprite a lot too, got a weird softlock where i could only enter edit mode or restart the level in the one room where you carried the ratchet through two screen transitions sadly

the isometric movement isn't the problem, the tank's movement is just skewed from the artwork , it seems to move along a slightly different axis, i think isometric movement works fine here

had fun playing a few games with a friend, it's really funny stretching pawns to use as blockers out of nowhere and i often would want to stretch pieces instead of naturally move them which got me into some poor positions, but felt like it was a decent variant- there's some ambiguity as to how the stretched pieces move  and some bugs that we had to work around
sometimes when stretching your piece it will lock up in the wrong spot and you'll have to stretch it again from the original position to make it work again
the broken code for asking for checks probbably could have been left out, we had to work around the fact that sometimes it asked us to block a check that wasn't really there-  let the player die to being taken instead and it works a lot better

and sadly as we were deep into our second game we got a stack overflow error that i forgot to screenshot to share, it seemed like a browser version bug more than anything but idk, had fun anyways

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the game is super cute, i love how it looks and the concept is all there, the way that you move the tank is sadly skewed which makes it hard to play because i never move like i feel like i should,  the board also gets really crowded really quickly and snowball a bit, and when pressing two directions you just stop, - i would have rathered at least continuing to go one direction when pressing two angles
i think  with a few tweaks this game would feel nicer 

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i enjoyed the expereince, the enemies actually scared me a little when they showed up it all looked so much like a joke and then i was being stared down by three creepy wolves  in a dimly lit air duct???? where i didin't understand anything that was going on?? the first time i died because i had no idea what i was doing, and then i all in attacked them in the order that you said, i dropped my whole hand on attack and never lost a single point of hp,, cupcake randomly gained 29 hp and it crashed  on me before i could try to kill them, i still don't understand what was going on entirely, but i had fun and the visuals were great, dice and cards flying offscreen everywhere lmao

when i opened the game i was instantly excited by the mechanics, not really sure how much it fit the theme, and i wished there was a level which required you to manually move time instead of every puzzle being ideal to solve on 0.25 loop mode besides the rotate one and the final puzzle was sadly a drag, overall great concept that would benefit from some cleaner and more tricky puzzles

the game was cute but it was often hard to understand; i wish the bugs were different for each size, not different sizes of the same bugs, i think this would have helped the readability of the puzzles, and one of the puzzles early on has a random turtle shell on the side, it's the first one you see and you're encouranged to break it, however when you break it you lose the level and have to restart, if there was just a bug behind it, that would have solved the unfortunate encouraged softlock when teaching that mechanic

I spent multiple hours playing this game when i should have been doing other stuff, things started to click around an hour in and i was getting addicted, i was getting really invested and was hoping that i could make it to the end, assuming there was one- i got a few 400million+ balls but i ultimately lost those runs because of glitches
(this glitch in particular when the ball comes out of the random pipe, depending on it's orientation it may get stuck on the sides of pipes it should have just fallen into because it jolts to the side for some reason)


holding a piece for not long enough can get it stuck between the picking area and the playing area too, which i lost a run or two to,  

the text can also sometimes overlap, and sometimes the piece RNG just forces a loss, i guess it's ok since it mostly happened early in the game and not late, but not getting a 2x by a certain number of turns will just kill u 

some things i woulda liked to see was a way to clear the balls when one got stuck, and maybe some better indication that once you used the greenlight 2x when it was red it stopped working foreve
i didn't really understand the area at the bottom was ramps, and would sometimes get the ball stuck on the side causing you to just lose

it's really unclear what's supposed to happen when a ball runs into another pipe or comes out vertically; maybe it woulda been a good idea to crush it or something when it ran into another pipe because i spent a long while trying to find ways to manipulate the glitching to my advantage, but ofc with the no way to clear balls if one gets stuck i would just lose in most of my testing

otherwise i loved the game once i started to get the hang of it, i'll probbably come back to this game at a later time and try for a huge score- the vibes were just right too, not too in your face or anything, just enough for the game to look pretty snazzy and still feel good to play- good stuff

the game played pretty smoothly overall, it was fun to use the increased fire rate mechanic to play more dangerously and be rewarded for it, i sometimes got caught up in trying to get the attack speed up and ended up taking a hit or dying because of it, that felt good
some of the flashing effects were harsh and when the screen was dimmed a lot it was hard to play; some attacks were hard to tell what was parryable in that state and it was hard for my eyes to adjust,
the enemies that flew across the screen from top to bottom were hard to read, there might have been a way to indicate those attacks better, they used the same symbol as the other small orb attack and were not immediately dodgable based on reaction like the others were
i think the colors and art used for this were great and i had a good time regardless 

honestly? if we can find a future jam that works out for both of us i'd love to 
my discord is "rupurtbunny", that's probbably the best way to reach me :)

there's something about this game that i can't describe, there's not a single thing i would change about it, the thumbnail caught my eyes and as soon as it was booted up i was enamored, i watched my friend do a couple playthroughs and not make it far enough to see the end and i had to see it for myself and wow- i got shivers, even though it was telegraphed throughout the whole game, the music was perfect, the sounds were perfect, the gameplay loop feels great even though it seems dumb in concept, "you are a tree" this is unhinged, this is beautiful, it's crazy you made something like this for a jam, i love it so much everything from the mechanics to the visuals are perfect, cool thing you made here

had fun but my cat stopped bouncing in the first crowded level, the collision bugged and cinnamon got stuck!! :( 

i loved all the characters and their arts! cute game

spikey

seeing all the concept stuff was cool, most jam games don't do that much to show what was put into it, cute game overall :)

there is a palette button to change the colors, i usually use slate