I love the amount of player expression you allowed here. Very much like if making a Mii were a Jackbox game.
Congrats on the jam win by the way!
Studio Haiku
Creator of
Recent community posts
Very appealing art style you've gone with here. And it's not just pretty since the plants are all distinct and communicate their level clearly without needing extra UI. However, what wasn't very clear to me was the end goal of my efforts. I went 7 or 8 nights planting and watering but wasn't sure what the next step was nor which plants needed the most protection. It is very possible I missed some harvesting mechanic (I did notice what looked like a crafting menu inside the house), so my apologies if that's the case!
I did really enjoy playing though. The gameplay loop is intriguing and I think warrants more exploration.Nice work :)
Impressive scope! I had a great time admiring the atmosphere and silhouetted visuals (stylish choice btw), but it was kinda hard to know how much benefit each item or interaction would grant, so there wasn't much strategy for me. Critique aside, I really appreciate that you made a functional game with all these ideas and systems. Well done!
Killer soundtrack! That combined with the title image really set the tone for a radical space romp!
Some of the platforming did test my gamer cred (or outright broke me *ahem* level 1 block jumping section), but I did make it through to the end and felt satisfied by the duration :)
Congrats to the team for putting this together!
HELL YEAH!
What an awesome experience. You nailed the tone and brought me into this setting so fast. Flying around while shooting enemies out of the air void of space made me feel so cool! Plus the controls were intuitive (props for controller support).
There were a few times I wish I had a wider field of view or maybe some way to completely shut off propulsion to allow for some extra sick maneuvers, but that all feels like a nitpick when considering the team size (one person) and how great the end product already is.
So yeah. Extra super nice work!
Right off the bat, I'm a huge fan of the vibe set in the main menu. Great music choice!
And in the game itself I was maybe a bit too entertained by all the oof and agh sfx lol
My only suggestions are in regards to readability. Maybe some kind of ground texture to convey a sense of movement direction, and a darker/larger cursor to help aim on top of the light background color.
But yeah I'm overall super impressed. You packed a LOT into this game with the player stats, enemy movement, minimap, sound effects, animations and art. Real fine work y'all *tips brim* 𐚁
What a lovely game! I really felt some purpose while wandering the landscape.
I did encounter a bug at the end(?) where the hunters happened to track me down right after I made the cure which seems to have soft locked the game or something.
But one bug is impressively little for such a complex game!!
Nicely done y'all!
Oh hell yeah.
Such a silly and fun time leaping from head to head with the chugging guitar cheering me on. It gave me the vibe of a classic flash game I might've played to avoid my educational responsibilities
As for critique, I wish the camera was more focused on the ground for platforming, and maybe that there was some sort of fountain indicator or a map to help me keep my bearings in the world.
Anyway I had a great time. Nice work everyone!
Nice execution of minimalism! The chunky lines are pretty to look at and feel solid to navigate. Also, kudos for implementing gravity changes in a way that feels intuitive without the need for explanation!
If you decide to develop the game further, I only have a couple suggestions:
First being to make the rock/paper/scissors aspect to colors more memorable because it took some trial and error for me to figure out that each color overwrites only one other. Maybe different shapes or symbols would make this clearer? However, the fact that I could figure it out speaks to your solid level design, so take my critique with a grain of salt!
Second thingy is that falling isn't really explained. Admittedly, it's very likely a player will fall off the underside of some platform at some point, but there is no stated cause for why that might happen, only an internal timer.
Anyway I liked playing your game! Thanks for sharing it!
I truly adore the idea of a crane game just... being in the operating room.
You did great including lots of one button mechanics. The only one that I thought could use some tuning was the rhythm game where you whack the patient's ribcage to a beat. Since there is a backing track that doesn't always line up, it took much more effort to focus on the minigame's rhythm. Maybe waiting to start the game until the background music syncs up could be good?
Of course, this is still impressive as is, especially for a jam. Well done!
















