idk if this is a bug but theres not enough collectables on the third level to move on. Its also possible to get trapped out of bounds on the third level. here is a screenshot of the latter occurance.
thedave87
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The double jump thing could have been explained better. I only figured out about it through trial and error. This really goes for most of the games controls other than the normal jump. The atmosphere and level design was great though, and once you actually figure out what they are, the controls are very easy to get used to. Overall a good game, with lots of potential to become a great one.
First of all, the joke after you complete a run is peak comedy. I adore the decision to seemingly reward the player with some form of endgame content just for it to be that. I also loved the photograph jumpscares, and laughted a bit during the intimidation scene as I at first mistook what was happening as the old guy taking a few dozen pictures in the span of a few seconds, just so he doesn't miss anything. that being said the game does have its issues. The first thing to complain about is that the workers do not start mining as soon as possible, instead operating on a fixed interval which aligns with the time it takes to finish mining. As a result of this, when you first get a worker, it seems they do nothing for a few seconds. If, in response to this, you manually start mining during that time, there timer will remain thrown off for the duration of the mining process. As a result of this I initially believed the workers to be much less efficient than they actually where. Another unintuitive thing was the presence of the speed upgrade prior to unlocking it. I feel its price should read as UNAVAILABLE, similar to how it reads SOLD OUT at level 10.
Spoilers on this last piece of criticism----
Who pulls the trigger of a gun they believe to be unloaded during intimidation? Worst case scenario you get to learn why the third commandment of firearm safety exists, and best case scenario everyone now knows that either your bluffing, or you want to kill them but are suffering technical difficulties, in which case the safest response on there end is to just jump you before you are able to get the firearm working. there is also a pause in the shooting after which it resumes, so even if you didn't know it was loaded at first, the second pulling of the trigger would have been with full awareness of the firearm being loaded. To avoid the confusion between the camera flash, and muzzle flash, you could also make the muzzle flash a warmer color, but its kinda funny not to be quite certain until its over, so IDK if this would even be an improvement.
we ain't falling for ts
https://noelcody.itch.io/moss-moss
Moss Moss a small game henblox didn't made on pico-8, nor was it made within the jam window.
Loved this game. there was one issue though. After taking the first batch of snacks to the car, if you enter the store before going through all the dialogue, the camera will turn towards the suspicious gangster, and all your controls will be taken away, but the dialogue will not start, softlocking the game.
Reached iteration A6-18. the only thing I didn't like was that towards the end, if a spike formed in the middle, you where just kinda cooked if you got a tall piece. due to the placement of unusable tiles it was very difficult to get rid of anything in the centre 2 columns, making this issue more or less inevitable. some grace period after the polynomino enters the board, where it can go up a bit to get over spikes, and won't place, could fix this, but I don't know if that fits your vission for the game. clearing space did feel meaningful, and I mostly understood what was going on. only exceptions where that I have no idea what catalysts do, or how to use them, and I could've sworn one of the modefier thingies said it would let white tiles connect on diagonals, which it did not, but I could have been misreading that.
I liked it, but given its short duration it really needs some sort of win condition. It felt good when I felt I was working towards something, but once you get to the point where you are reliably clearing the whole mine it feels like it should end, so having no end in sight there felt very unsatisying
Overall a good game. I do feel some form of end screen upon completion of all the quests would be nice, and the jade ring grind is a bit tedious, due to them sharing a location with every pottery fragment and beach glass colour, but those are all relatively small problems.
To anyone planning on playing this game I highly recommend using a mouse. Prolonged use of certain items can cause slight discomfort on track pad, and as both movement and item usage are done through left click, it is very easy to accidentally walk away from a dig sight while trying to grab the shovel. These are both unavoidable constraints of the track pad, and not really something I believe could be fixed, so I don't consider them to be an issue with the game, more something that should be considered when playing. That being said I did complete this game on a track pad, and still enjoyed the experience, so if you don't have a working mouse it's not a huge deal.
I love the look and idea of this game, but sadly it gets boring quite quickly. I feel if you reduced natural crab spawn rates, and gave some reward for recycling crabs (possibly a shop or something of the sort) this could be a great perverse incentive simulator. This feels like half of a great game that I would love, and there are so many things the missing half could be. Anything ranging from a way to display/collect your favourite crabs, to means to expand your illegal crab empire and turn it into a business, to seeing townsfolk complain about your crab antics could bring this to an 8/10, perhaps even 9/10, but on its own, the crab activities feel to unimpactfull. If your thinking of expanding on the games mechanics at all in a post jam version I would be very exited to see how that goes, otherwise it was still a good time
the crab sounds are great.
after writing the first bit of the comment I decided to try selective crab breeding a second time and had a blast. just for that ignore about three quarters of the negativity in this comment. Additionally, after the second bit of my play through, many of my initial critiques where no longer accurate whatsoever, rather than rewriting the entire comment I have crossed out those statements. this is in part because those statements did seem true to me early in the game, and so are still worth noting when considering the early game experiance.

Everything works fine. Only issue I found was that the pause menu is inaccessible for the duration of the intro cinematic/screen and the end credits, and the game is always fullscreened, so if you needed to do something else in that brief time window your kinda stuck. that combined with the pause menu being bound to tab, with nothing being bound to escape, made me feel almost trapped at some points in the game.
The worst this problem gets is at the press space to start screen, where should you not wish to start, you must press space anyway, and wait for the game to actually start, because until you gain full control of your character the pause menu is unreachable.
It seems to work fine so far. Its my first time getting a game working off of itch on my laptop so it was a little confusing, but it seems like all that was an issue of me being inexperienced with setting up linux applications. I'll probably do a full playthrough tomorrow, and I'll let you know if I run into any issues then :)
restarted the save keeping track of what coins I picked up where, and the coin I was missing was one that I did find on my first attempt. at least the bug does not seem to be very reproducible, so its probably not a big deal, as even if it does happen again, replaying from the beginning to fix it isn't nearly as time consuming as the first attempt.
there are exactly 2 issues I noticed with the game. firstly, your goats have survival instincts comparable to that of a single grain of rice, so its not uncommon to loose a handful of them before you have time to gather anything, and before snakes even begin to appear. secondly, the game doesn't stop when you win, so the number of surviving goats continues to drop during the victory screen. still pretty good for 48 hours
I do wish it was clearer when the game was over, as I spent about half of my playtime trying to figure out how to get the rest of the grank family to accept the yellow grank standing right before them, before eventually giving up, reading the walk through, and finding out I had already completed the game. this may have been in part because I accidentally sequence broke the game, getting the backpack before relocating the yelow grank, but I am not certain.
game suffers heavaly from optimisation in its current state. If I where to guess this has something to do with the way the walls are drawn. by the looks of it they are a bunch of tightly packed vertical lines. while there is nothing wrong with this on its own, every time 2 of these lines overlap the pixels in between need to be written to twice as often. obviously this is just a guess as I do not have access to the games source code. If this is the case I would advise looking into some form of culling.
there seems to be some issue with hud elements, as the only hud element that appeared for me was the map, and the text that appeared when feeding the pit. additionally aiming was done by the mouses position relative to an arbitrary point near the bottom right of the screen, rather than being based on the location of the mouse, and the player.
overall enjoyed the game quite a lot, although I do have a few concerns about the early game. as a lot of mechanics are not really explained I had no idea what tempo was for, and just kinda assumed it was good for some reason. considering how many tempo curios you can acquire before getting anyone on your team that uses tempo it is easy to either stock up on curios you can't even use till later, or be completely starved for curios that where previously useless once a tempo user joins your party. a second mechanic that the player never encounters until it is much to late is the inability to go back to previous chapters. I was of the assumption that I would be able to go through the first chapter level by level, then upon completing it, do the rematches all back to back, however upon completing the final level of the first chapter I discovered I was unable to do such rematches unless I where to start over. additionally the rematches where not explained to be unique encounters to my memory, so I only discovered this when I decided to try to get some more curios for a build I had an idea for. to make more severe the issue of choices being made well before the player realistically understands there significance there are some curios you can become chronically short on if you don't chose curios well, which considering how the decisions that lead to such an outcome begin on the first level, doesn't feel great. Over all these issues, while frustrating did not stop me from enjoying the game, and I do intend on playing through it again, knowing this time what mistakes to avoid, so that I may enjoy everything I missed on my first play through. there is a spelling issue sometimes with rain dance where an n will be added to the start of one of the words but that's the only one I noticed. overall a good game so far, and certainly one I would be excited to return to should it ever be updated.

