I don't have much feedback other than that it would be nice to be able to tweak with the plants in the pause menu (plant spawn speed, nutritiousness, growth surface area, large plant frequency, etc) but otherwise this was a fun thing to play around with, I killed all the herbivores off with huge high mortality rate GMO carnivores, then mutated a survivor natural carnivore to be vegan, which birthed a very vegan red fella who then went on to populate the field with giant red herbivores.
Thor30056
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Honestly, good game. Odd to see it at the bottom in popularity at trijam, also didnt have time to play it to the end, but despite that this is clearly high-effort with the writing and art. Well done. Not out of the question that I one day come back to this game when I happen to look in my collection.
Great game! Lacking info on the guns and what ammo they use though, so I got kinda stuck in that regard after not knowing what the big circular device does, but otherwise enjoyed the game, especially messing around with shooting out my behind after I accidentally put a gun facing backwards instead of forwards and found it funny.
Though it doesn't quite work, I can appreciate your attempt at one of those procedural walking animations. Those are hard to do.
Redundant amounts of chairs >>>:((((((((
Love the feedback, I did indeed intend to make the game satisfying with the bit-by-bit chair creation (I haven't even added the bits moving into place tweens yet, and I'm glad you managed to enjoy chair creation even despite that).
The thing you clicked was actually chairium ore, Chairsmith is the handsome flowchart pictured in the cover of the game. Here's a better picture of him waving hello:

Graphics: Sprites and artstyle are absolutely splendid
Gameplay: Very good, however, the AI is a bit jank, just wandering and only occasionally attacking enemies when near, so they may be wandering even when enemies are on-screen. Also they can only attack one enemy at once, so multiple just overpower an enemy, even an abomination, which i find to make the game basically impossible since at some point enemies just win via strength in numbers. It would be nice to be able to control your army though. I will add that there is probably a cheesing tactic to be found with the arrows if someone invested enough time into this.
Additional visuals: The smoke puffs are great and I like that enemies come from off-screen, though it would perhaps be cool if there were more animations for units being made from flesh and bones, maybe some animations for aquiring materials, etc. Though that's probably just my enjoyment of smooth animations.
Lore: none to speak of, personally like lore, but it isn't a must
Quality Of Life: the up and down buttons don't have arrows, things such as healing and defense should have hotkeys, perhaps the enemies could have info on what they do, their stats and whatnot.
very underrated game, games like these are the reason we need more JamCrafts (also because I love crafting games and the lack of jams for them bugs me). Loved the game
the story of the game was truly heartwarming, of a man merely wanting ketchup, but going through hardship to do so. An incredible metaphor of today's society. The maze was treacherous, truly a formidable task to go through, especially at the end where the odd, claustrophobic, and paranoia-inducingly one-way architecture and layout was truly a unease-enducing sight, but, at last, I managed. Truly incredible. 5 stars











