Appreciate the kind words. Thank you for playing ❤️
UntrainedMonkey
Creator of
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A really solid and well executed idea! Didn't take long at all to get the hang of it, and I appreciate that the game wasn't too long to finish. I liked how rooms were hidden before you went inside of them, it created some mystery and surprise. I do wish acquiring the abilities was slightly faster, it kinda broke up the flow of the game sometimes. Keep up the great work!
A charming and fun game that has a lot of potential (ha, get it?). It would be nice if the upgrades gave a little more explanation before purchasing them. I think the html canvas size in the itch settings needs to be increased, cause the game appears to have black borders and be downsampled/blurry. The art was really lovely, and I enjoyed my time with it. Keep up the great work!
It really scratched that incremental game itch for me. I loved the charming art style, the dialogue was great big and beautiful! I enjoyed the effort put into the tutorial and especially the hilarious ending cinematic. Honestly can't really think of any flaws, I felt like it stayed its welcome. Keep up the great work!
The polish for this game is out of this world, especially for a game jam. Love the charming graphics and audio. I didn't expect there to be so many recipes! The controls and UI were very intuitive. Although I think it would have been nice if there was a hover tooltip for the fruit and a frog's current ability. Which is a pretty minor thing. Overall, really enjoyed this game. Keep up the wonderful work!
The player controller felt really solid, and I particularly loved the wall jumping. Graphics for the player was beautiful. Although, I do wish there was a little more variety in the backgrounds, and perhaps some kind of counter to show how many shrooms were left to collect. Overall, had some fun with this one.
I absolutely love any game that is hexagon based. I found the concept to be quite original and well implemented. Sometimes I forgot to check on how my people/satisfaction was doing, and would find out that I've only got like 10 left and die. It would be nice if there was an audio and visual warning when it was dropping. Some kind of real-time satisfaction graph that is always showing could be amazing. I also liked how you had to be careful when deciding where to place the power generators. Anyway, I had a lot of fun with the game. Keep up the good work.
Thanks for playing! I'm glad you had some fun with it.
The original idea was that it would force you to amputate a limb once you ran out of food/hunger, but I didn't have time to implement it before the deadline 😅 Definitely in a future release though. Food is consumed in between each encounter, but sometimes you can forget to eat before ending the encounter, and then suddenly dying. Which doesn't feel fair.
Also originally planned that amputating limbs would affect which items you can use (e.g. can't use double-handed axe, etc). Thanks for your feedback 😊
Excellent! Incredibly well polished and fun experience. I loved how everything was bouncing in unison, and the juice on the impacts felt great. My only nit-pick is that the static enemies were quite easy to overcome, and I eventually found myself just rushing into a room because I felt invincible. Also, is there an end to this game? After a while I twigged that the levels felt procedurally generated and assumed it would go on forever. Overall though, really well done!
Thanks for playing! Originally I was using an open-source Unity package called QuickDither to achieve a retro post-processing look. It's pretty cool, you should check it out as it has custom colour palettes and it's free. However I couldn't get it to work when I exported to HTML/WebGL. So last minute, I switched over to PSXEffects. Cranked up the resolution factor to pixelate it. And in the post processing settings I set the colour depth to 5. And most importantly, I set the "Darken Darks/Favor Red" setting to 1.75. Which gives it that retro horror atmosphere. Hope that helps :)