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someYY

19
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A member registered Nov 28, 2018

Creator of

Recent community posts

Thanks for the feedback!

You are totally right about the "dialogue"—it was a lesson learned for me that reading text while trying to survive is really hard for players to focus on. I'll definitely try to separate them next time!

I'm glad the theme connection eventually clicked for you. :D

To be honest, just the opening situation already started to make me feel breathless...

The atmosphere is incredibly oppressive and real. It perfectly captures that specific anxiety of being with a difficult family member. The immersion was instant.

That's why it was such a shame when I hit a bug on the Web version where the game wouldn't transition to the choice selection phase (I was unable to click any options), so I couldn't progress. I was so invested in that suffocating feeling and really wanted to see the end!

Thank you so much! This comment truly made my day.

I was actually worried that I didn't convey my design intent clearly enough, so seeing that you "got it" is the best feedback and encouragement I could ask for! Thank you!

PS: I just played bwd and left a comment. I was deeply moved by your beautiful interpretation of connection!

A fairy-tale art style with a warm, moving interpretation of connection.

Despite being a story about sad separation, starting from the perspective of the one who departed fills it with love. The experience felt incredibly calm and healing.

Regarding the guidance confusion mentioned by others: I actually felt it fit the narrative. Trying to reconnect and lead a companion out of grief is a difficult task where you often don't know where to start. It naturally requires trial, error, and waiting.

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很喜欢!童话一样的画风和故事,温暖动人的对连接的诠释。

明明是悲伤的离别,但视角却从离去者的爱开始,玩起来非常平静和治愈。

引导确实有一些让人困惑,但我认为这反而很契合——尝试重新连接、带领伙伴走出悲伤,本来就是件不知从何做起的难事,需要大量结果未知的尝试和等待。

Thank you for the solid advice!

I definitely didn't manage my time well for this jam... I really hope to improve and do better next time! ~

P.S. I just played Temporal Hopper. It's amazing! I hope to reach that level of polish one day. :D

I absolutely love the idea of rotating the theme image to turn it into a rescue story—that perspective shift is brilliant.

The level of polish is honestly insane. The narrative and the cinematic feel are so well done. It is hard to imagine that this is a Jam entry given the high quality.

I hope one day I can reach this level of proficiency myself, haha. It feels like a very mature production.

Thank you so much for the feedback!

To answer your question about the orbs: I intentionally designed them that way because I wanted to express that connection doesn't always result in positive feedback. Just like in life, some interactions restore you, while others might not.

And yeah, you are totally right about the text! I realized it was hard to read, but it was already too late to fix it before the deadline, haha.

I’m especially happy that you liked the ending journey. It feels like you really understood what I was trying to convey. That means a lot to me.

P.S. I just played your game and left a comment! I absolutely loved the concept and the warm feeling it gave me.

The concept behind this game feels incredibly warm.

Truly, nothing feels more like a hug than the act of creating connections. I really love how you interpreted the theme—it's such a beautiful, wholesome perspective.

On top of that, the art, voice acting, and overall polish are amazing. It was a joy to play!

You said the experiment "apparently not" worked, but I have to strongly disagree—I think you succeeded!

The game is genuinely fun, largely due to the tight mechanics and pacing. The overall polish—SFX, art, UI, and level design—is incredibly high. It feels very intense and exciting!

A few notes for improvement:

Since English isn't my first language, the opening text scrolled a bit too fast for me to keep up.

Unfortunately, I hit a bug in the Desktop version where I got stuck in an infinite retry loop, so I couldn't finish the game.

Despite the bug, the part I played was excellent. The 130 hours you spent definitely paid off in the game feel!

The art, music, and overall polish are all excellent.

As someone currently navigating the "push-and-pull" of dating in real life, this game hit me right in the feels. Human connection is indeed simple yet complex, dangerous yet wonderful. I really loved your interpretation of the theme.

PS: Wait a minute... the date said they liked anime, so I mentioned "Paprika", but he pulled his hand away?! Why?! That drove me crazy! 

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美术、音乐、整体完成度都相当好。

作为现实中也正在经历情感拉扯的人,玩这个游戏心情真的有一点复杂。人和人的连接,真的简单又复杂,危险又奇妙。很喜欢你们对主题的诠释。

PS: 不是,游戏里那个喜欢二次元的对方,我看了《红辣椒》(Paprika),他为什么躲得更远了啊啊啊?!

Congrats on finishing your first Godot game! 🎉

As a fellow pet owner, I honestly hesitated at first—I thought, "I can't bear to watch this, it might be too painful."

But playing through it, I realized your message is beautiful: Love connects us, and healing is mutual. It's not just us saving them; they save us too.

I love the philosophical concept behind this—how small connections can achieve a sort of cosmic harmony. It feels very unique and grand.

Huge props for the dedication to accessibility and localization! It's extremely rare to see a Jam game built with such inclusive standards.

That said, I honestly think the in-game goals could be clearer. Also, the controls felt a bit clunky when trying to make specific numbers collide in 3D space. Perhaps restricting movement to a 2D plane would make the interaction much more precise and less frustrating.

Great experimental work!

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An interesting approach to the theme of "connect/touch."

The moment when 'null' showed up actually made me chuckle—that was clever.

I imagined myself playing with different vibration sensations for each object. It really adds to the imagination!

The hand-drawn pencil art style is incredibly clean and charming!

I loved the little details, especially the munching sounds when the mole eats worms—so cute. The sprint mechanic was also a great addition, making the digging experience feel very smooth.

I was genuinely surprised by the sleeping Badger! I didn't dare to touch him (followed the "Do Not Disturb" sign!), so I carefully dug around him. Does anything happen if we wake him up? :P

Collecting the love tokens felt like such a poetic way to interpret the theme. Great job!

The art style is stunning, and the setting has incredible tension/atmosphere.

However, I struggled with the gameplay mechanics. The biggest issue for me was the lack of movement—items at the screen edges were impossible to collect.

Also, there seems to be a conflict between the fast-paced survival gameplay and the slow inventory management. Trying to read, delete, or synthesize items while dodging bullets felt overwhelming and made the controls feel clumsy. I also couldn't quite figure out the synthesis logic or how to unlock more grid slots.

That said, the idea of the out-of-game progression system looks promising. I look forward to seeing it fully implemented!

The overall vibe of the game is so fresh and clean! The art style is absolutely adorable, from the characters to the little decorations.

Using stages of life to interpret the theme shows deep thought. It's moving how much emotion you conveyed in just a few levels with such simple gameplay.

I especially loved the final level—guiding the line to form a heart shape was a perfect, touching conclusion to the journey. Beautiful work!

很喜欢!

The overall vibe of the game is so fresh and clean! The art style is absolutely adorable, from the characters to the little decorations.

Using stages of life to interpret the theme shows deep thought. It's moving how much emotion you conveyed in just a few levels with such simple gameplay.

I especially loved the final level—guiding the line to form a heart shape was a perfect, touching conclusion to the journey. Beautiful work!

很喜欢!

The art style is really cool! I love the distinct look of both the characters and the backgrounds.

I also really enjoyed the amount of interactable objects in the environment. It was a nice surprise that they all had unique descriptions. I saw other comments mentioning the music, but honestly, I didn't find it annoying at all—I think it fits the mood quite well!

One piece of feedback: I actually got an instant 'Game Over' after picking a wrong dialogue option. It felt a bit sudden, especially because I had bought food items earlier but didn't get the chance to use them before the game ended. It would be nice if the game was a bit more forgiving with choices.

Looking forward to seeing where this story goes!

The opening cutscene was hilarious! It really set a charming and humorous tone for the whole game.

I enjoyed the simulation mechanics, though the progression felt a bit slow at times. One small quality-of-life suggestion: it would be super helpful to keep the resource counter visible while the 'Build' menu is open. I found myself closing and opening it just to check if I had enough materials.

Overall, the little golems are adorable and it's a solid interpretation of the theme. Nice work!