Thanks a ton!
Squix
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Thank you for the detailed review!
There's a key to mute music [M on QWERTY], you might have pressed it involuntarily.
And you're absolutely right about the non impact of clear cutting everything. We thought of it a bit too late sadly...so many gamedesign parameters to balance perfectly, and not enough time, that's the jam thing I guess.
Wonderful graphics, would have love a little audio track to complete the cozy vibrant vibe!
The gameplay is relaxing, but doesn't convey much in terms of showing a sustainable future or pushing to collective action. I felt the diminishing resources part though, because I wasn't able to water all my plants and they started dying :(
I'm a bit concerned about using that much of fertilizer though, but it could be something natural and harmless in these bags.
Congrats for the jam!
Thanks for your kind review!
You got a point with the music, a fade will definitely help, and making it "reactive" to gameplay would help game feel. You're also right for pacing, that's something we struggled for. We took too much time to build a lot of "gameplay knobs", and there wasn't enough time left to tune them perfectly.
Not the most easy thing to create an endless runner for a jam, congrats for that!
The gameplay feels a bit unfair, so I wasn't able to reach the golden ratio (5:1).
Unfair because:
- jump is a bit "robotic" : not easy to know where you will be landing
- when you jump, it's like all the screen "jumping" but not at the same speed, so it gets blurry and gives headaches
- when you've got enough orbs, the choice offered is often between jumps, which will often lead to your demise
Anyway, I think the concept of reshaping the world is an interesting one, maybe doing it collectively could help this theme shine in your game?
Interesting concept, the low poly topview of the city is nice and relaxing...until some many shootings appear in my city? I clicked on bubbles multiple times, but didn't understand how to upgrade (so many buttons!).
Also, the controls are a pain, in the bedroom, the player is moving way to fast, makes it difficult to read the signs.
Maybe it's because I wasn't able to upgrade, but I didn't see the sustainable aspect of the game.
Anyway, congrats for the jam!
Awesome entry! Very well polished for a jam game, congrats!
Gameplay is relaxing, although too simple, even with the late levels. I knew the technic before, but your game just makes it perfectly clear how the "magic" works. The poems were a nice touch, but the "collective" side wasn't as present in the gameplay sadly.
You did an amazing job, well done!
Very nice game, well done!
The art is crisp and the audio is relaxing (apart from the cars, but they fit into the urban theme). I think you nailed the theme and impact, by showing the power of community gardens (moreover, in opposition to late-stage capitalism).
Sadly, the gameplay is a bit basic : I planted everything, then I was changing rows when I was given a new seed. Harvesting just removes the plant. And the walls of text are not easy to read, although the story is engaging.
Any way, congrats for the jam!
Thanks for your detailed feedback!
Yes, this game had a tough story: the gameplay that was thought as bad, as been kinda "salvaged" to be more interesting and fun.
Because of that, there might be a problem with the "risk" mechanic, which could have been a bit more intertwined with the scrolling.
All websites are real articles from Wikipedia, with a made-up title. The donut.earth website is the main Wikipedia article for "conspiracy theories" ;)
Very good art, audio and gameplay, well done! I didn't understand the hacking mechanic at first, and ended up being wiped by the first enemy. Moreover, I didn't understand why I could not have better guns.
I also had difficulties to see health indicators top screen and spent a lot of time chasing the enemy instead of shooting it.
So there wasn't enough to push me to the end (or trying the endless mode), but overall liked the experience, congrats for pulling this by yourself!
I think the attack animation is too slow, the game does not feel much reactive. You can see that on this type of games (Hollow Night, Cuphead or Fury), attacks are fast, and you can chain them quickly. Same for the shield animation, there's some time before the shield is shielding you (what I called the "parry").
A cool procgen prototype! The idea is creative too, I could see a finished game where you have to do that (already exists maybe). However, it is harsh to play in this state: the back button in the menu is annoying, I don't understood what were all items doing, and the character was too slow. It felt a bit sluggish in this very big map.
Congrats on finishing the jam though, and learning all those things :)
A polished game, all the text and story makes it feel like a "finished" game. You're not right into the action, which can be a bit annoying. When the action comes, though, it gets pretty hard. The timing for parrying is really tricky (because the animation is too slow), and I gave up when the boss regenerated all his HP...
Didn't see the other levels, sadly, (but based on the screenshots, I think it's the same monster?).
Congrats for pulling this solo, it really feels complete!
A fun game with very pink aesthetics :) The gameplay is innovative and works well. I didn't understand some things though: what happens when the handle falls into an empty slice? I think it take the nearest item? I didn't understand how the oracle is working too. And the menu transition was a bit slow to quickly read the effects of all items.
Congrats anyway, it's a great entry!




