Oh wow! You are tenacious indeed! So happy i managed to put a "winning" screen, wven as rudimentary.
spoonsweet
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loved the style and world building with the snow and darkness vs the fire spirit!The walking in the cold animation was nice! (I got tired of it after the 6+ time, but I assume if you had more time you could have had some other ones. Yet even tired, I kept trying to analyse it, and feel the cold, so I guess it worked as intented in world building.)
I found interesting the narrative path you went for, the cryptic symbols and later rewarding your training for choosing beneficial paths, but after 2 "next areas" I kept spamming the "click next" button without reading much (thank you for including the quick option! I would have given up way earlier!)
the tactile buttons were the highlight for me! Nice usage of "Start >>>" to start hehe
Loved the art in this, the different characters (and ofcourse the buttons!)
Couldn't see all the "RIP +1 Speed +2 Strength", did they add up behind the scenes? Also, I just spammed THUNDER as much as I could when outside of cooldown, that was my OP strategy
was so funny seeing the Deity asking for an apple XD
Fun game! Played it till the end, great variety of stuff! The zombies with the big clubs just SMACK were my favorite. Once I got access to snipers the game became a lot more streamlined. Also loved the options you offered. I put my little short king to sleep even while he was full hp, got to keep your majesty fresh
very creative mini-games! My favourite was the one you needed to balance on the pole. I also liked the bubbles one.
However, after a while, I just defaulted at spamming things. The training gave the cat points regardless if I trained the skill it advertised it would train, and then I managed to keep playing with 0 and 0 in hunger and happiness. This included the grid game, it didn't really seem meaningful whatever I did.
That being said, its a completely different point than what you made here, which is an amazing feat! I guess "balancing" is what I am commenting on :D I guess the level of amazingness you have created, made me wishing for more meaningful choices.
the SFX were so fun to hear and spam! (especially the "waba-waba-waba")
When the planet changed from one stage to the other it felt so cool! Had to reload a few times to try and play around, the art gets me every time, so cool (+ wabawabawabawaba)
I had no poop to clean in this game however, i guess dropping meteors does have this effect
3:02 was the rumblest time I managed, those fights were sick! I liked how you kept the actions limited, with the automatic feeder vs the hand-dropping of the weight! The changing of the sprites and size was cool to see as well (but those enemies at the end just going ham was cool)
EDIT: Completely forgot about the egg at the start! That was amazing buildup!
This is so so cool!!! I never thougth to slap them towards the toilet! I thought i had to slap them when they were close to the gate or later tried to escape or something XD
love the depth you had planned there (I would also teleported them there hehe)
Really appreciate you giving such a nice explanation!
Thank you for such a detailed comment! Really appreciate you leaving this here, but also all around other devs work, it really allows me and i am sure other devs the opportunity to understand in depth your experience with the jam games.
Glad the lava worked as intended hehe and also the buttons with the keys written on them (good catch)
Thank you also for noticing and commenting about the shapes in the main menu! Square represents solid cat, triangle liquid, and circle gas cat. As the pressure increases through time, the cat changes states (and if you successfully keep its green bar above a threshold) it transforms or goes back to the sludge after reaching each pressure point. This was my sign of progression (alongside the bars ofcourse), trying to signify "how close to the end". In retrospect, I could have made it way clearer, instead of leaving at the main screen, without even an animation to draw the eye there. After reaching the gas (circle) cat once, the pressure increases again, turning the cat solid, but more defined. Then again through all the states, to more defined, reaching the end with a lvl9 fully animated gas cat.
The blue bar, I went for "weight" as the original tamagotchi i think.
regarding the fraction task:
Blue button tried to represent the "play/work" action of the original. I tried to draw on it an image of balancing scales. You are given 2 fractions, and must say if they are the same (X- green) or different (N -orange). And ofcourse i have equivalent fractions there, which i secretly classify as "the same" that's why the balancing scales.
Hey SQLPY! thanks for playing, sorry for the confusion lol
As usual I want to have some part cryptic in my game, but most of the time I make it just weird 😅
Pasting this here if it helps:
Blue button tried to represent the "play/work" action of the original. I tried to draw on it an image of balancing scales. You are given 2 fractions, and must say if they are the same (X- green) or different (N -orange). And ofcourse i have equivalent fractions there, which i secretly classify as "the same" that's why the balancing scales.
Hey crudeforge! Glad i got away with the graphics hihihi
Blue button tried to represent the "play/work" action of the original. I tried to draw on it an image of balancing scales. You are given 2 fractions, and must say if they are the same (X- green) or different (N -orange). And ofcourse i have equivalent fractions there, which i secretly classify as "the same" that's why the balancing scales.
I tried to follow your suggestion on discord, to take care of the things <3
Hehe i did indeed get tricked with the toilets!
I am curious if you have time to explain how you imagined showering and training would work (I thought they would walk out of the cells guarded, stay a bit and come back).
Also, at times my cell-people would have this fresh cloud around them, what was that?
I am going to try and get back at you!
Was the game fun to play
Yes, super fun! The colour choices, with the cute sprites made it feel all so wholesome! I have to say, I actually felt my heart sinking the moment I cracked the egg. Never expected that! What I found extra fascinating was the worldbuilding: rain (but later seeing the clouds), boulders colliding* (but later kicking the ball away), drumsticks (and later torching the birds, which was so cool to see the carcasses breaking down to drumsticks even, and interacting with physics). This loop around activities, the extra touches (the bush, cracking the egg, the interconnected world building, the colliding boulders, the kick) really made this shine! And the cute and wholesome round finishes with a hug, and then a new egg. Masterpiece.
*amazing idea and implementation by the way! How cool was that? And the SFX? Breaking the bones? wow
Did the game include the core elements from the original?
I would say yes, and I loved the extensions you went for! All themed around the dragon, and the "heat" mechanic was a nice alternative.
The streamlined narrative was a bit different than I expected, but nothing I can complain.
Having clear guidance on what to do took away a bit of the "maybe deadly consequences" vibe that tamagochi could harbour, but it was definitely fresh and cleanly done! (now that I mention that, I would have liked a bit more of danger permitted, but I get 100% why you would allow for RETRYing and more support, especially in a game jam where I have killed countless tamagotchis so far, and restarted runs many times.
Was there a clear path of progression
The "eons" and "centuries" definitely seem like progression! Jokes aside, the changing sprite in the menu, the clear results after each action visually communicated to the player, were all great stuff!
!
How good was the audio and sound fx
All felt great! But as I mentioned the SFX above, the colliding boulders and the crunchy bones really were the highlight for me.
How well implemented was the UI
The UI was very clearly communicating everything, with the icons and supporting text, yet fitting with the clean world you created.
I am curious to hear why you decided to place the buttons where you did, e.g., laying egg down on the right, then all the others a bit random (would love to hear your choices and what plans you had basically. It felt so polished and deliberate, I only wonder what would feature creep was whispering to you)
very cool to see myself chained alongside royalty! XD
In the beginning I was confused as to how to bring up the menu, but then it felt naturally, as part of the game. Cleaning Benim became a common thing, but the I would scroll all the way to my cell to find me crying for hamburgers!
I was happy to see some of my guys sleeping in, until I opened the files and saw DECEASED... oops!
In the end I had just 2 to juggle, before they gave up as well :(
I couldn;t make the shower and exercise option work, but I liked the rooms you had made there. But when I saw how you could use the mop to clean and the hand to slap, that was really cool to see (brought a smile to my face). Of course after a few days of cleaning I really appreciated all those potty-trained offenders that had fights in parking lots hehe
VIP prison guards staying there without any sleep! Loved the idea of needing to time the sleeping for everyone.
(I saw your responses below that perhaps it became to much, super cool what you have achieved! GDKO can get so hectic at times, I have lost so much sleep and hours hehe)
The dystopian music kept me great company while begging shamelessly in the streets. After killing that many spiders from a panicked combination of candies (when sad) and medicine (when sick), I wonder sitting there with my hat extended at the sunset buildings, was Crunkle's plan a covert begging scheme all along?
I hear the children distorted laughter as I bag more coin, yet my spider dies as a teen once again.
(Loved the atmosphere, the system with the shop was a genius twist! My latest strategy is gaining as much coin as I can in the early game, and trying to sleep on time [low-key you have made me self-reflect on my existance])
I agree with GameFavorites, the mini games really shined! The screechy audio added a lot to the experience and guidance! Was expecting to feed and bathe etc, but realised it was the games the way to move forward (which I didn't mind at all actually! Great adaptation!)
I read your instructions and played it a few extra times, I have to say, the music you managed to produce using the Egg obstacles was amazing!
And in the lamb feeding game, I definitely saw a bit of the creepy undertones you mentioned (don't even know what I was feeding the lamb with...)
The cute dog jumping around was so beautifully animated, every time it landed brought a smile to my face.
Congratulations for pulling such an amazing game off even while sick! I was seeing some of your screenshots on discord and couldn't wait to play! (the duck emoji is my favourite)






















































really cool art and juicy animations! Was so nice to have the little fellow just jumping around (Edit: Its been 2 days and its still jumping, very tenacious fellow)