Thanks a lot for the kind words! Really glad you enjoyed it!
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Had fun with this one. Once I understood how planting zones work, I was a bit bummed — my first few moves were pretty much wrong. I also didn’t get the action limit at first: I assumed I had to plant in different beds each turn, and didn’t realize digging also costs an action.
I couldn’t find a way to view descriptions of plants already on the field, and keeping everything in my head from the start was tough. Card descriptions in hand aren’t visible either until you pull the card out.
Lots of bonus variety — building synergies was the fun part.
Both of my runs ended on day 10.
That depends on what you were going for. My read was that if the economy is meant to push the player into fighting different opponents, then potatoes being convenient enough to skip everything else works against that. But I wasn’t sure that was the plan, so I just described my experience rather than how it’s supposed to work.
P.S. Also, I’m not sure it’s a safe quick fix — cutting potato income might make the early game harder.
It wasn’t clear to me why I was doing what I was doing — I lacked motivation.
Aiming while digging and harvesting was hard for me. It was a bit annoying that the fruit was practically hanging in the air but still not dug up. And when a giant fruit started emerging from the ground, my thought wasn’t “I’m about to make a ton of money” but “oh no, now I have to dig around it in a circle again.”
That said, the atmosphere is very meditative and pleasant. The shift in mood on the last day was great. The graphics are very nice too.
I managed to buy almost everything with potatoes. Then I switched to watermelons. Carrots and grapes didn’t really click for me, though maybe I just didn’t find the right approach to them.
Grinding coins was pretty boring, actually — possibly because potatoes turned out to be so convenient that I didn’t feel like trying anything else.
The boss took some running around. Sometimes I couldn’t keep up with reading the attacks — with the circular spikes, you have to guess from the visible part of the circle in front of you, and the circles on the ground are barely noticeable. That said, I don’t think I ever actually got hit by them. The radial spikes, on the other hand, were quite hard to dodge.
Thanks! I’d love to see the VOD. It’s my first time seeing live reactions to my game, and it’s been incredibly valuable.
The game does have a rules screen that explains sets and fuses with limitless examples, but I’ve realized that most players don’t engage with it — which is on me, not on them. I tried to keep the tutorial compact, yet it’s still causing issues. Based on overall feedback from this jam, a level-based system that guides the player through the key mechanics seems like a sensible direction.
Not mentioning the duplicate card rule was more of a deliberate design choice — there’s a talisman that lifts this restriction, along with associated achievements. That said, your point about making it clearer still stands.
And yes, watching others play made me realize that sorting features are needed. Thanks for calling that out.
I’m really glad the game left such a positive impression. Looking forward to the link to the recording!
Thanks for the feedback.
Indeed, the rule about ascending signs in the correct order is a recurring source of confusion. You’ve given me the idea to add a small hint that clearly shows which signs are ready to be ascended.
Your comment about points not being essential for ascension is valid, even though the game does feature high scores and achievements based on points.
A puzzle mode was part of the original concept but didn’t make it into this initial version. In general, greater gameplay variety and a sense of progression seem like the key areas for future development, should the game continue to evolve.
It’s great to hear that you see potential in this concept — that makes me feel optimistic.
Thank you very much!
Yes, the game definitely isn’t for everyone, so I’m glad you enjoyed it. It was really valuable for me to see a live reaction to the game — while watching, I kept wanting to suggest a good move!
The ascension system is a holdover from the original concept and was tied to a narrative element that didn’t make it into this version. Your comment gave me an idea: perhaps it would be better to highlight the signs that can be ascended, rather than the ones that already have been.
I did consider adding indicators for the draw and discard piles above their respective locations, but also struggled with how to handle the fuse mechanic — the current version is the result of that process.
As for overall progression, I’ve started thinking the game needs something like a level system, where the early levels could be very simple, helping the player grasp the mechanics. There’s an implicit choice in the game: focus on points to unlock more options, or focus on ascension to progress faster. Right now, however, the game lacks the narrative context that would give the ascension mechanic real meaning.
The sword is built from several elements. The mask controls the border shape. The shape itself is achieved by applying a height map to a flat color with a simple light source. The height map is always the same — it doesn’t depend on the border shape. When the sword is motionless, the shape is cached and only the mask changes. When it moves, the height map is applied every frame.
There’s an addictive loop here.
I felt like there were too many slimes right from the start. It would have been great if the first upgrades could be obtained in just one or a few runs.
I didn’t quite understand how the sword’s trajectory worked. It seemed to me that the sword mostly ended up in the area below the player. Then I discovered that you can’t always run upwards.
And I would have expected the icons on the upgrade screen to be closer together.



