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Two Hearts Endure

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A member registered May 08, 2025 · View creator page →

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Thanks for playing, and thanks for the detailed report!  If you don't mind sharing, what browser were you playing on?

The watering bug may be the withering mechanic if the plants were planted and then the day was immediately ended.    Withering stacks up to 5 times for each unwatered day and each watered day removes 1 stack.  As long as a plant has a stack of withering it grows at a quarter speed if watered.  When I do an art pass, I'll try to make it more visually clear with some cracks on the ground, and maybe add a way to inspect plants.

The time progression is kind of weird.   The way it's supposed to work is that it ticks down until the results screen, then ticks back up once you've entered endless play.  When I do an art pass, I'll make it more obvious as to which phase of the game you're in

You are correct in that the land placement should be along the axis of the cell you're currently standing on.  Possibly there's a bug effecting these three mechanics, I'll keep an eye out for it.  Thanks for reporting them!

The lands being the same untilled wasn't a really a planned feature, but to save time in art assets.  After playing it alot in testing it does seem like an uninteresting mechanic overall.  When I get to doing an art pass, i'll add in sprites to make it subtly apparent that they are different lands.  Originally the normal untilled lands were planned to have been covered with leaves, so I'll make a play around with what kind of sprites I can make to make them look different.

Thanks!  I'm very happy this turned out as well as it did, and really think Kevin Macleod's song really pulls it all together.

No other goal, just the initial results screen that gives you your stats.  I should have rephrased the button to be "Continue Endless" mode, but it slipped my mind.   There was an initial design to have a save / load feature, but I didn't want to risk the time investment as I've never done that in Godot, much less a Web Export.

Thanks for the kind words and playing!

Thanks for playing!  When I get back around to this game, I've made some plans to create some card progression and extra card packs to control the draw pool a little. This should help with hand clutter and creating more useful cards for the player.

The tutorial is actually fairly simply built.  Each of the tutorial steps exist as slides in the format of 4 very panel containers and a fancy looking Rich Text Label under a single Node parent for each slide.  The 4 panel containers are rotated and placed so there's a gap in the area I want the player to click in.  The panel containers block out any input outside of that gap, and the way they overlap makes a pretty convenient set of arrows.  Then, I have Node that tracks where the user should be in the set of slides and toggles them on and off as they progress through the tutorial. Luckily there are no complex steps in the tutorial so I just have the tracking Node progress the tutorial for each of the actions.  The main challenge in creating it was making sure it was repeatable every time, so steps were either left out, or explained in text to control where things could possibly be on the screen.

Thanks for playing!  I agree, the filter helps so much, I only wish I spent more time developing it further.  I'm glad you enjoyed the game!

Thanks for playing!  More specific card packs were cut out because I couldn't figure out how to reliably set up the draw system for them in time.  I've given it a bunch of thought during the review period and now I think I have a few ways to do it without too much reconfiguring of what I already have.  Though it's not displayed, each run has an RNG seed, and the pool of cards to draw from has a bounded probability.  Along with some other kinds of packs, I'll add packs of specific reprints so that there's always a way to get ones like the Watering Tool or Harvest Tool

This was a very cool experience.  It was pretty surreal to watch the island come to life a bit of the color spectrum at a time.  Great job!

The VOD is linked below, and will be available for 60 days.  There is a little bit of artifact just after the intro due to the bit rate tanking, this happens when there are alot of pixels shifting on the screen at the same time (from the main menu).  This only effected the stream, and didn't actually happen in game.
https://www.twitch.tv/videos/2576769047?t=1h52m37s

As much as I didn't do that well with it, I did enjoy the parts that I did see. It felt great to try to find the next bit up and try to climb it.

A few observations:

  1. I wish there was some sort of tutorial or codex to let the player know about the buffs and mushrooms
  2. The jump height of bouncing off a mushroom didn't feel consistent at times, and I couldn't identify as to why some jumps went super high.

The VOD is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2576769047?t=1h39m43s

This was really cool!  I loved the idea of your friends having buffs that you can choose for them.  All the mutations felt very rewarding to take, though I wish there would be infinite scaling, however small, so level ups wouldn't be wasted at the end.

The VOD is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2576769047?t=1h32m20s

This felt like a really great entry!  I feel like I could get lost in just dropping shape after shape into the pile. I love how cute everything looks and sounds.  Great job!

A few observations:

  1. Pressing and holding to drop the current shape is a little awkward.   Waiting for the next instance of movement before it drops is odd, it's more intuitive if the movement happens immediately.  Also, if the player continues to hold the down key it applies to the next shape, which isn't really expected.
  2. Rotating near the edge of the screen can sometimes not work if there isn't enough room to pivot the shape.  An additional check if the shape can be moved over and then rotated would be nice.

The VOD is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2576769047?t=1h19m0s

Nice little game, and well integrated.  It was fun seeing the town expand and the various NPCs waving by.  The upgrades felt worth prioritizing, and felt rewarding to get.  

A few suggestions:

  1. There was a good bit of hitching early on.  I'm not entirely sure how much the web export effects this, but consider preloading resources to reduce the stutter.
  2. It would be nice if there was a way to pin a building's recipe for tracking out in the wild.

The VOD is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2576769047?t=1h5m53s

Very fun and cozy game!  I feel like i could get lost in planning the ultimate one shot expansion across the entire map.

I do have a slight accessibility concern with the tree colors as they are kind of the same detail and brightness level.  Someone with varying kinds or levels of color blindness may have trouble seeing the difference between the red and green trees.

The VOD is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2576769047?t=0h52m22s

This was a pretty cool concept.  I like how impactful it made player choices feel.  It was really fun to see the world after a few grow multipliers were applied.  Seeing a ripple fire of seeds roll out into the world is super satisfying.

A few critiques:

  1. It was sometimes hard to tell if a spot would be viable for a seed / berry / acorn to be placed
  2. I found it kind of odd that cooldowns persisted to the next combat instance..  I didn't test if haven't multiple of the same animal would share a cooldown, but I feel it would be odd if they did.
  3. There didn't seem to be a way to tear down trees, and I wonder if it's possible to accidentally block yourself in with trees.

The VOD is linked below, and will be available for 60 days.  This was my 2nd playthrough, my first one was during the previous day and I was too tired to give it a fair shot, and I'm really glad I came back to it:
https://www.twitch.tv/videos/2576769047?t=0h8m10s

This was a joy to play, and it felt very satisfying to grow bigger and bigger.  I liked how it felt like my choices for each reward felt meaningful.  Sometimes though, it was hard to tell if I was bigger than a ship of similar size.

The VOD is linked below, and will be available for 60 days.  I apologize if the music drowns me out, I forgot to check levels after launching the game.
https://www.twitch.tv/videos/2575958229?t=1h24m51s

Cool idea that has a nice scaling difficulty!  It has a nice nostalgic feel to it too.  The moles felt a little oppressive, but I was eventually able to succeed in growing...however not picking.

The VOD is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2575958229?t=1h15m46s

Cool concept.  Didn't realize it was 2 player initially, but that didn't stop me from playing it. I didn't see initially that you have plans to remove the RNG, and I believe that would really take the game to a new level.  Can't wait to see how this develops more!

the VOD is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2575958229?t=1h4m24s

Very well done!  This felt like a full size retro game I would have played in an arcade growing up.  

Only critique I can level is to have an arrow telling you to grab the leaf in the beginning.

The VOD is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2575958229?t=0h58m14s

Very very solid game!  Everything was well integrated and felt very cohesive as an experience.  

VOD is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2575958229?t=0h48m22s

Great concept, and very fun to try to figure out how to approach different challenges.  I like how forgiving the game is for dying, especially for the boss.

A few small observations:

  1. A tutorial that eases the player into various mechanics would be helpful.
  2. It's possible to build into the ground, which causes the player to get stuck.  This may probably cause some confusion or be a friction point for some players as they would waste resources doing so.
  3. At one point I was able to build a small piece without having it attached.

the VOD is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2575958229?t=0h17m27s

Plays very smooth! Great concept, though a little hard to understand at first. 

The VOD is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2575958229?t=0h10m14s

Thanks for playing!  I'm really glad the tutorial is helping people enjoy the game!  Also, I agree with the card clutter, and improving the filters is one of the first things I want to work on post-jam

Thanks for playing!  Sorry the music stopped looping for you, but I'm glad you enjoyed the choice.  I'll admit I've lost myself in that track more than a few times while developing the game.  Kevin Macleod is truly a treasure in the industry.

I had a similar experience while I was testing the game. At times I'd find myself going into deep analysis, but after a bit it felt really nice to just let go and zen to growing the farm ever bigger.

As for the tutorial, I got pretty skewered by it the last jam.  So this time around I wanted to nail it out of the park.  I'm very glad it helped you enjoy the game!

This was very fun and very satisfying to play.  Player choices felt like they mattered and it was easy to feel the power increases from every upgrade investment.  Combat felt great, and it was nice to just melt into the game and zen to it.  The art was really well done and cohesive as well.

A few extra observations:

  1. The arrow shooting sound is a very deep bass.  It doesn't sound loud but still feels strong, which makes me worry a little about it.  Just double check the peaks in your DAW or Synth
  2. The Effects Volume doesn't have any feedback for it, it would be nice to have a sample effect as the slider is either released or moved.

The VOD is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2574331467?t=0h43m31s

The game felt pretty solid to play, and on paper the premise seemed pretty great.  

However, it seemed like the game didn't really work as intended on my system (Firefox).  

  1. The settings button didn't seem to work
  2. The Zoom of the screen would change the limits of vision (initially tried at default zoom levels)
  3. The walls that limit the play area didn't seem to move, and enemies were trapped behind it, but were shootable.

The VOD is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2574331467?t=0h32m49s


If I get a chance, I'll revisit this on a different browser offstream, as my experience seems wildly different to everyone else's here.

This was very lovely and very cozy!  It felt great to pick out a slice of the map to try to expand into and cover it all up.  The music was very soothing and looped very well.  Overall great job!

A few observations:

  1. It's a little hard to predict where the mushrooms will end up.  Some parts of the colony can end up nice and packed, while other parts felt very sparse and spread out.
  2. There doesn't seem to be an indication of the win condition in the tutorial.

The VOD is linked below and will be available for 60 days:
https://www.twitch.tv/videos/2574331467?t=0h20m41s

This was really cool premise, and I love how the narrative develops as you continue to play.  The gameplay was really smooth and it was really easy to simply start again after failing.  Well done!

A few things to note

  1. A tip at the bottom of the dialog to press space to continue would be very helpful
  2. Pressing Space to advance the dialog is doubled with choosing one of the options, this sometimes led to accidentally choosing an option when trying to speed the dialog along.
  3. The melee attacks don't follow the player which makes it much harder to land hits.
  4. I was able to lie about having a magic shield twice.

The VOD is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2574331467?t=0h8m43s

(3 edits)

This was a very unique take on the theme.  I feel like I was a little too close to the subject matter to wholly enjoy it, but as a game it's very fleshed out and mechanically feature rich.  The premise works really well!

A few critiques:

  1. The menus don't pause when a dialog is raised.  While this is useful later, early on alot of these dialogs have alot of text to read, so an option to automatically pause or slow the timescale when a dialog is open would be useful.
  2. The Upgrade menu closes every time one is chosen, but later in the game where you're trying to spend 1000s of skillpoints it can be a hindrance.  It would also be nice to be able to buy some of the skills in bulk.
  3. The timescale can really tax the computer when turned up to the point it made the game unresponsive.  Perhaps using a form of stochastic approximation might help with optimization (ie. based on certain values, certain countries exhibit a certain amount of events within a time step, evaluate those events in bulk and then apply them)
  4. In the screen where you can see each country's progression, it would be nice to be able to sort by name or progress.  It would also help to be able to click on a name to select the country and move the camera to center on it.
  5. For countries within other countries, it's sometimes hard to select them without selecting the containing country (ie. San Marino inside Italy)

I didn't realize that the stream was dropping frames once the game started, so the VOD is mostly me talking through the game. The start of the VOD and the restart of the VOD are linked below, and will be available for 60 days

https://www.twitch.tv/videos/2574269144?t=1h7m49s

https://www.twitch.tv/videos/2574322878?t=0h0m10s

This was a very solid and well executed game.  I really enjoyed the puzzles and the game felt like it had just enough complexity while also being very direct and straightforward.  The art and UI are very very well done, great job!

A few additional thoughts:

  1. In the Options menu, the SFX volume slider doesn't have any feedback when manipulated.  It would be great for the user it played a sample sound effect when the slider was either released or moved.
  2. It's not very obvious that the Hermit Shack is interactable on its own, and might be a friction point until the player realizes it.

The VOD is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2574269144?t=0h48m43s

I really enjoyed this one!  It was really fun to tinker around and create some really broken designs.  While parts may feel unbalanced, I feel like that's kind of part of the fantasy of a RGM and seems fitting for the game. I wish I had more time to really experiment with different designs and layouts.

A few extra thoughts:

  1. The tutorial takes a second to load in, which causes a little initial confusion.  It's also possible to soft lock it, which was funny when I did it on purpose, but may not be to some other people.
  2. It would be nice to have a way to either pause or clear the balls in the building phase.  
  3. In endless mode, it seemed to scale health and attack values directly, which is great for the shared experience feeling between players.  If you plan to develop the game further, as a challenge, it would be really cool to have an adaptive kind of scaling that responds to player choices in the previous rounds.

The VOD is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2574269144?t=0h24m48s

I really enjoyed the puzzles and the theatrics!  It overall felt really immersive and made for a pretty interesting experience.  Using a mesh deformer for puzzles feels very unique and satisfying.  Pretty well contained and well executed!

A few extra observations:

  1.  A few minor spelling / grammar mistakes
  2. I ran into a small bug that teleported me into the ceiling in the 2nd room
  3. The ending screen left me wondering if it was in fact the end

VOD is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2574269144?t=0h10m42s

Thanks! I honestly couldn't stop laughing when I came up with the premise, it was so silly that I had to do it.  Everyone's encouragement here has definitely motivated me to want to give this another polish pass at some point this year.  One of the things I'll tackle is how to reduce the mental load a little at the end with some form of progression and add some hotkeys for the filters.

Thanks for playing, I'm glad you enjoyed it!  Alot of the crop variety features were cut pretty early so I could focus on tightening up the rest of the gameplay.  I plan to come back to this game at some point, and I'll definitely make sure that's one of the first things to get reimplemented!

This was lovely!  Great first attempt at game dev, I hope your learned alot from it!  The premise, art, dialogue, and music were all very charming and a joy to interact with.   I love the interactive music, well done putting that together!

A few quick observations:

  1. The Settings button didn't seem to work for me.  It made a feedback SFX but otherwise didn't display anything.
  2. It was possible to begin brewing before the customer dialog was exhausted, I'm not sure if this was causing any issues in the gameplay. At a certain point though, the composure meter would suddenly 40 points rather than the few points at the beginning of the game.
  3. If the Menu Expansion or the Shopping menus are open, it continues to progress the dialog as the player clicks around.

The VOD is linked below, and will be available for 60 days (I apologize if I lose the thread a few times, I started the stream already sleep deprived):

https://www.twitch.tv/videos/2573434007?t=1h22m34s

This was really fun, and I loved the courses and puzzle design.  It felt really satisfying to zip around the course on the rails.  Also, nice touch with the custom loading screen.

The camera at low speeds is a little too snappy, especially at low speeds.  Having a little smoothing or camera acceleration would make it alot easier to be precise on a  keyboard.

The VOD is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2573434007?t=1h13m50s

This was pretty cool, and had a fun concept.  The controls and effects were very very smooth, and the art style and theming were very cohesive and fitting.  I also liked that there were two different control schemes, and an achievement system.

  1. There are a few instances of contrast issues in the UI, this make certain parts of the game fairly difficult to read (specifically the yellow text on the gray paneling).  Generally, a contrast ratio of 4.5 for text and its background is held as the standard, and there are other things you can do to improve it such as giving the text a border or backdrop.  There are a few tools you can use to test your contrast ratio, such as this site: https://webaim.org/resources/contrastchecker/
  2. I wasn't too sure of what the color of the arrows around the ship meant.  I imagine they had something to do with organics vs. inorganics, but couldn't really tell.
  3. I wasn't sure what the progress bar at the bottom of the screen was for

The VOD is linked below, and will be available for 60 Days:
https://www.twitch.tv/videos/2573434007?t=1h1m13s

This is a nice cozy game, and the art is nice, cohesive, and unique.  It has a good spread of management considerations and choices.  I really enjoyed watching the tree grow each stage, and wish i could have given it more time to see how big the trees can get.

Some general critiques:

  1. It would be nice to know what the income of each resource is per tick
  2. a tutorial for what the layout of the card means (ie. which icons are for building the unit, what the effects of the card are)
  3. The water resource / hydration and the sun resource / sunlight icons are visually similar, consider using a different icon for each.
  4. I'm not sure if there are any validations to make sure each stage of the tree is a certain size, but some of the designs seemed to vary in terms of real estate

The VOD is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2573434007?t=0h49m55s

This was a pretty unique approach to the topic!  It felt very inviting and approachable as well. I really liked the 3d physics take on the matter.

It's very zen, but it would also be nice to influence the wind somehow, however small

The VOD is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2573434007?t=0h43m23s

Very cute and nicely executed game.  I had to look up what sokoban is and this seemed like a pretty good iteration of the idea!  I enjoyed the puzzles, and definitely wish the game hadn't ended so soon.

  1. I realize that the pushing of the block is important, but I feel like a few levels where the flower block is immovable to tutorialize the flower placement mechanics early would be good (ie. the pattern on the block, the rocks block flowers,  the goal tiles where flowers should / shouldn't be, etc.)
  2. The free walking of the player character can cause some issues (ie. activating the top hitbox of the rock from the side)

The VOD is linked below, and will be available for 60 days:

https://www.twitch.tv/videos/2573434007?t=0h35m21s

This was very cozy and relaxing to play once you get the hang of it.  I really like the art and style of the game.   It was very satisfying to go through the loop of harvesting plants as they grow.

Some small critiques:

  1. Tutorialization is lacking, there were alot of friction points in learning how the game worked and what it wanted me to do.
  2. While the art was visually very well put together, it doesn't seem to inform the player's decisions very well.  There were a few times I felt very lost as to what I was doing, but once I figured it out, I could see the breadcrumbs that were supposed to lead me to that conclusion
  3. The market doesn't stand out very well as something someone can interact with
  4. it's not immediately apparent that there's a limit to how many trees the player can buy
  5. There seems to be a small bug with the money, where it can go negative if the user has an amount that ends in 5
  6. The trees/log seemed to spawn with fruit already on the ground when bought

The VOD is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2573434007?t=0h23m36s

This was cute and felt great to play! It was very satisfying to sweep the world with plants and tools, and then watch your efforts ripple to life.  The music felt great, unobtrusive, and very cozy.

Some general critiques:

  1. The SFX slider doesn't have feedback, it would be a great if it played a sample SFX when you released the slider or periodically as the slider moved
  2. The counts on the top right blend into the background.  Consider giving that area a shading or background to improve readability.
  3. The tool buttons  sit alone above the game area, which is cool for immersion and style, but can possibly lead to misclicks.  Consider if the buttons were together or had a frame to prevent misclicking in between the buttons

The VOD is linked below, it will be available for 60 days.
https://www.twitch.tv/videos/2573434007?t=0h10m8s