Nice, thanks for the feedback!
steelfeathers
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One option would be to have time advance in increments when you leave and go do something else. For instance, if you visit the shop and then come back, all the plants will advance 1 growth stage. Or if you go talk to an NPC, the plants will advance their growth. Basically incentivize going to do other activities and returning to your plants to do maintenance and check if they are done growing, rather than just sitting there waiting for real-time to pass.
You've got the bones of a good game here. A few notes for improvement:
- Starts off way too slow
- I need something to do while waiting for plants to grow - especially at first, when tending them is a non-issue. I spent a lot of time just starting at them wishing for a fast-forward button
- Needs some sort of "grow X daisies and Y lavender to unlock Z flower" to entice you to keep going
Oh god. I want to like this game so bad, but I can't figure out what I'm supposed to do.
- The only way to make money is to fill orders, but don't have any of the items I need to fill the orders correctly
- I don't understand how shopping is supposed to work; there are multiple stores, but clicking any of them just shows me a generic spread of items that seem to just indicate categories -> clicking them instantly causes me to spend money to buy a random thing -> there's a magnifying glass in the corner that shows me a book of cool items, but clicking them does nothing? What's the points of that book?
- None of the items have any color? Am I supposed to be able to recolor them somewhere?
This screen is also getting cut off on the edges, so idk if there are buttons I can't see:

This was a really cool interpretation of the theme! I like the concept a lot. However, I had some trouble trying to figure out how to play; an in-game tutorial would go a long way here.
- It's not clear why I would ever want/need to try to get more tamagachis when they only seem to make my obsession bar drain faster and it takes more effort to manage multiple
-Time should pause while I'm rolling new tamagachis; it feels really unfair that my bar keeps going down while I'm waiting for that cool animation to finish playing
This is a cute little game, and I could see it growing into something really good. The artwork and sound are top-tier.
Improvement suggestions, if you're interested in expanding this into a full game:
- Ability to pause time so the player can think and make decisions (and also read the "Quests" list on the side, right now time progresses so quickly that even looking at the tile choice buttons is a costly distraction)
- Hotkeys for selecting tile types
- More quests to complete, give me some interesting challenges!
- Timers or other sort of indicator for how long each tile will last before reverting
This is such a cool little game! Very unique and creative, I love the premise, and there's some good strategies about what animals to load when, or how to rotate the wheel with them on it. The art and sounds are very good for a jam game too. I also really liked the rare "holographic" animals, that was a lovely touch.
Lol, too real!
I really like the concept for this game. But I did notice that sometimes the 4th-wall-breaking questions would show up prematurely before I had seen that question set before. Also, I didn't seem to ever unlock any of the endings, even though I got denied in various ways lots of times. I was never able to get a "pass", if that's even possible, so idk what counts as an "ending".
This could be a very cool version of The Stanley Parable with some more work and refinement, good job!
Very interesting game! I really like the theme. Some feedback for improvement, if you want to further develop this in the future:
- Selling items really needs a shift-click or something to transfer the entire stack at once, so I'm not clicking infinite times
- It's unclear what effect (if any) the placement of the various houses has
- It's unclear what the difference is (if any) in the price or gathering time for each of the 3 resources
- It's unclear how/when the prices of different resources rises and falls.
Basically, the main problem right now is that it's impossible to be strategic in what I'm doing, because I have no idea if my choices are having a positive or negative effect on the result (or no effect at all)
Okay, so this is actually a *really* fun little game, and so unique. So I'm going to give some legit feedback, because I would love to see this become a full game.
- The radius should be more visible (and always visible), it was very hard to tell where I needed to be positioned.
- I'd like to see different track loop shapes, so that I can make choices about which path I need to take. Like those racing games where the track splits and you can choose left or right, but then both paths eventually meet up and merge again.
- I loved that you could run over monsters to kill them, 10/10 gameplay right there
- I loved that you couldn't go back, only forward. Forces you to think about whether you need to rush around to the other side or not.
- UI is currently covering a lot of the top of the screen, hiding monsters coming in that direction. Also... I didn't look at those UI bars the entire time I played, I didn't feel like I needed to, and I wasn't sure what they were supposed to be showing anyway. Whatever they're for, it feels irrelevant to the move-and-shoot gameplay.
Oh I like this a lot! Very creative gameplay, and nice use of the theme. Really got my heart pounding in a good way. Minor nit-pick, since I have to click the enemy card with my mouse, I often ended up with the card I was dragging being well above the enemy card. It would feel more intuitive if I could slap out a card when it's visually over the enemy card.
I'm not entirely sure I understand this game. It seems like your only actions are choosing powerups? Scrolling didn't seem to do anything within combat itself. I wish it has more interactivity in that regard; currently, it just feels like total RNG. Not my personal cup of tea, although I understand that some people enjoy games like that.
Thanks for the detailed feedback! I really appreciate your honesty about the not-so-great parts.
FYI, you can rotate blocks without needing to be facing them by just clicking on them. But also, I think it would be a good idea for me to change it so that you can just rotate yourself by pressing "move" in a different direction, instead of rotating + moving all in one go.
Interesting twist on the combat! Because you can only move OR attack, and you have to move to rotate, it becomes almost a puzzle game. I wish more of the levels didn't just have you start in the middle of a big room surrounded by enemies, though - that takes away any real ability to position yourself tactically.
Thank you so much! I'm over here grinning like a loon watching you play my game and seeing what the chat thinks of it.
I had definitely planned to let you attack the "side bosses" to temporarily disable their attacks. But I ran out of time for that and a lot of other features.
I'm planning to expand this into a more robust prototype for further testing (to see if it would be viable for a full Steam release), would you be interested in additional testing down the line?
If so, please feel free to reply, or hop on the discord for my indie game studio: https://discord.gg/53MetJPvp7






