also I'm really sorry I'm traveling rn, I won't be able to play your game before the voting period ends. But I'll be be playing it for sure!
SoulSpiller
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That was a lovely and considerate comment, this made me smile! I'd love for you to play it too once we work on it further. These are meant to be different souls stuck in loops of regret, anger and sadness. The dry narration in the beginning alludes to it, but I very much realise that's not enough to convey the story. Thank you for showing patience still, we will be making things more intuitive, organic and engaging!
heyy I reached the last day but everything looked empty so I ended up being confused again! now I really have to go, but I do have to say this: there is a risk that this game becomes monotonous; but at the same time, there was quite a bit of charm - because these are shaders applied on 3d objects, the animations felt so fluid, it felt like poetry; I loved that!
I see so much potential with your signature visuals, LOVE the focus on simplicity with depth, you have chosen an intuitive story for conveying generosity - but I did not know what to do after the very first interaction? I got the carrot! How does it become the next day again? (sorryyy if I am missing the obvious). But I really liked how you tied the instructions for the keybindings to a letter from that word - clearly you wanted to make the onboarding as smooth as possible!
Ahh I had read this particular folklore as a child, and it had really captured my imagination - so I am happy about that toooo. Also I am sure you already understand how to make it better, Kitty!
You might be going through so many submissions at the moment so thank you for taking the time for giving detailed feedback! Your constructive comments are very fair and helpful; this is easily the biggest project we have both worked on so it's very much work-in-progress! Both of us really care about intuitiveness, cohesiveness and progression; so eventually we shall get there for sure. We will always keep focusing on getting better.
Also also let me see if I can play your entry before the deadline, I've been so busyyyy
Hello again, Balduin!
Yesss, all of your contributions come together to make a quirky little symphony! Thank you for introducing me to the term 'immersive sim!' I feel like you care a lot about player agency and system design (I do too even though it's so hard to convincingly implement sometimes) ...maybe I'll take a good look at System Shock. And I think simply researching about 0451 will open a tiny door into a big world I'd love to explore...
You too, have a wonderful day or a..good night!
thank you so much for such an extensive constructive feedback! Since jump is something basic in most games, that was not on our priority list...I actually liked that the user's instinct is to jump then and that's enough to learn. (but yes, maybe it makes sense to do it this way!)
A lot of the movement was simplified to solve camera clipping issues, but we really need to address the fundamentals there - yess, the core movement needs to be smoother and more intuitive, the camera is definitely too sensitive making it difficult to be precise.
And we did not know we could sink below the map - will you be able to tell us how and where; if possible?
You're on point about the voice too!
I'm glad you enjoyed our little environment.
Jeldrik, Balduin, Kurt and Mona -
this is easily one of the more memorable games i have played in this game jam.
one of the biggest highlights: you made this 3D game playable on browser - i love your priorities!
the silly commentary was so comforting - made me feel like someone was always there. loved the sense of humour and personality. 100/100 on intuitiveness.
i loved the use of classic reverse psychology to give us motivation to feed the so-called "monsters". loved how light-hearted everything looked and the subtle emphasis on how they were not dangerous - which would nudge even the more reluctant players. appreciated how they were plenty of doughnanas that you feel like you can afford to feed these cute critters.
coming to these cute critters, i love how they might not fit the definition of conventional cuteness - but how through the attention and care given to animations; they come across as so delightful - the kind of charm, say, Toothless from HTTYD has. i wanted to keep petting them!
also, simple mechanics really fit this context...i won't ask what the ruins are all about, but what on earth is 0451?
sending you much love and doughnanas!

so much originality in the art and title; I think I remember you from discord - you felt strongly against AI generated assets, and your respect for authenticity really shows here! the setting as a theatre is so charming, I don't think I have played a game like this. I did keep getting stuck, and I couldn't completely follow how the mechanics worked - I realised you get to switch movement direction on contact with another muskoom; but everytime I pressed the down arrow towards the green flag in the very first level; it kept getting reset? maybe i am missing something?
you have gotten yourself a little gem - i am sure you are already aware the gameplay part can be further polished!
this was made in a small team? i am so impressed with the elaborate world-building and attention to details. there is this light-hearted humour that is pervasive throughout; and the way the narrative unfolds is cleverly crafted! a town that used to be full of kindness...but not anymore. the way you are encouraged to do random acts of kindness (the indoor pool one was fun!); the beaver-like creature scurrying away with your letter looked so funny, i loved it!
my only feedback is I think the platforming part can be a little more polished, but no complaints otherwise
whimsical and imaginative; well done!
I'm very impressed by the depth of thought behind this game! Introducing generosity as a core mechanic in a combat-based game; where if you choose kindness, you lose high-damage cards feels like a trade-off rooted in reality. I kept choosing kindness simply because I was curious how far I could go - and I was pleasantly surprised to find cards like: Humble offering, Redemption Slash, Pure Intent - cards that could still be strategically used to win. I did perish soon enough; and I think I will only be able to grasp a deeper glimpse of the core system design based on multiple attempts. But the conflict is well-executed!
The shadowy figure NPC is also a good narrative touch!
Like the other commentators, I did wish I got more feedback on enemy behaviour - I felt like I couldn't strategise as much as I wanted to. (It could also be that I'm not used to games like this - the closest I have heard of is 'Slay the Spire'.)
Well done, you should be so proud!
I wish there was a bit more of psychological guidance ( I mean our game also really struggles there because of all the last-minute rushes, so I understand! ) but this is a solid foundation, the assets are simple yet the atmosphere is so soothing; but I hoped there was some more feedback as to what all could be done.
I did find one shiny acorn but it seemed so tiny, and it felt more like luck that I could find it. I found the friend's abode too, but with relative ease. I got stuck after that point , however. But good work, I really liked just flying around! I wish I understood the narrative a bit more though - but the idea of collecting little trinkets and making other people happy - makes me happy!
The boss being an arachnid was fun! Loved the tentacles and tadpoles too. The art is charming, the dialogues are relatable. I really appreciate the central conflict you have tried to create; although it didn't always strike me how much was at stake whenever I gave a discount; maybe because I could afford to doze off in front of the boss. Gameplay-wise, I did wonder about people who wouldn't enjoy doing math calculations, but it's right up my alley! The ending I got was satisfying and wholesome, so I am leaving this game with a smile. 
where to begin!...the pixel art is charming, the level design is thoughtful, the premise of the narrative is solid: a sealed demon king waking up to a world of peace and kindness but corruption is starting to seep into it again. i love the mind of the person who came up with the narrative; the dialogues had depth yet an irreverent sense of humour. a random character calling 'The Demon King' spoilt milk and wet sock. An old innocent lady saying to someone who used to be a dark force: 'help an old lady out, wontcha?'
The level design is also done with care - the way resources were placed; the way as a player, you understand the missions and progression intuitively without explicit instructions: what someone is willing to give is what the other one needs; how with trees, the first mission involved collecting logs but the same trees are placed in a way that it blocks paths - good thinking!
the rhythm game had a good level of polish to it when it came to UI, but i do think the gameplay experience could be improved - i have a feeling you guys have looked at it already; but Spiritfarer's rhythm games comes to mind; i think that will be a good reference point.
i think the last dialogue was a bit rushed because of time constraints? there is no way the demon king is that easily convinced! but i felt this way only because i was so invested!
very, very well done!
the environment feels so alive...so surreal; the swaying grass, the falling pink leaves- the intent behind the atmosphere and gameplay deeply reminds me of thatgamecompany's games! navigation while in the air seemed a little difficult though- felt like i couldn't gain enough elevation to unlock the progressions.
strong visuals and sound; looks like such a solid foundation - i am just filled with awe and wonder!
ahh i can see you had already given this a good amount of thought! (yes, the 'colors' of the rainbow idea struck me! and i think you also attached a unique musical note to each; do re mi fa so la ti?) i am sure you'll be able to find a way where you keep the essence of the idea intact, while enhancing accessibility...once you work on it after the jam!
time is such a BIG factor yes
ooh so you are the one behind 'carry me', it had grabbed my attention; will definitely be playing it
https://itch.io/jam/tgcxcoreblazer/rate/3629050
this is ours, while we are proud; it has its share of flaws - would love your constructive feedback!
for a game with so much thought behind the environment, visuals, narrative and controls - i wish the gameplay experience was a little more enjoyable! the controls felt a little too clunky and difficult (i mean my game has issues with control too because of last-minute rushes, so i completely understand) but i really hope you take it forward! everything looks so magical and visually appealing, and you have evoked curiosity in me about Nyota and Paka and why they were trapped! do take it forward!
P. S. Being specific about controls: flying was difficult to be precise with + the energy drained too quickly and there was not enough time to navigate; when you press shift and use the stairs, it looks off
You were so patient with my game, I just had to play your game all the way till the end. I had to look at your hints only twice, and that is a testament to how it was mostly intuitive; it is quite an elegantly-crafted, polished puzzle-game. the cat animations, the purrs...they were all so charming! the art is a feast for the eyes. if you gave the environment (very subtle) animations the way you did with the cats (slight smoke coming out of houses, plants swaying just slightly), it will make everything feel more alive.
P.S. little things that struck me: the final combination felt like way too many colors, and a little too complicated. but i really loved the intent behind it; unlocking different colors when you are being generous to different cats, and trying to weave a system out of it, creating a build-up using these colors to unlock that one satisfying climax scene; so many things worth appreciating. as a solo-developer, kudos to you! i'm seriously impressed!
operation cat day was mostly successful! although the game seemed out have bugged out right at the very last mission, i enjoyed myself thoroughly till that point. 'that youthful sense of wonder' both of you wanted to capture? for the most part, that's exactly what i felt! charming art that had a hand-drawn touch; to be able to flap your paws on right-click, colorful characters. the only thing i feel broke immersion was the 'crossing the streets' mini-game, it felt a little out of place.
it was a bright and beautiful world, well done!
you have taken the context of a rogue-lite, and so very elegantly set it in the context of the theme of generosity; and there is so much depth in the system-design; an asynchronous co-op with everything recorded so you can see the impact of your choices; the trade off you make - sacrifice a part of yourself to help another player like you later + a meta layer of connections which is visible - it's a tightly-woven, well-thought out system.
I was a little skeptical in the beginning because it looked like a combat game ( how can it do justice to the theme?); but this really, really works
very well done!
Yess the lullaby gameplay segment did end up being way more difficult than anticipated. And the fabric part even more so...these difficulty curves are not planned and polished enough so please feel free to let go if you feel too frustrated, even with controller... because there is also a major bug that comes after this.
You must be the one player who came the farthest in our game so I'm definitely going to remember you for that (thank youuuuu) Once we release a polished version with smooth gameplay, I'd love for you to try it!
yesss for sure our game needs more psychological guidance, a lot of last-minute rushes resulted in the loss of quite a few meaningful aspects - but thank you so much for your warm words
P. S. Yes it is the child, and the trigger collider for it is quite huge, you'll eventually find him if you keep wandering the world; we had wanted to give a camera transition to reinforce it... but that part we couldn't find time for!
yess, for people who care so much about intuitiveness; we could not do justice to that part of the game....our dreams ended up being too big for us - a couple more days and we could have made it complete (I am sure a lot of people can relate) Completely understand why you felt lost, and thank you for your gentle words - both of us are proud of ourselves too!
P. S. Will be playing your cat game!







