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Waldorf

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A member registered Nov 13, 2017 · View creator page →

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Oh, che coincidenza, sono italiano pure io. XD

Essendo il tuo primissimo progetto forse hai mirato un po' troppo in alto, solitamente si parte piano per prendere confidenza con l'engine (ma ci sta provare subito le cose più complesse!). Ma hai fatto bene a partecipare ad una jam. C:

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Hello! I wanted to inform you of the stream but I didn't find any contact informations.

The game seems like the first project of a developer that just started - good indicator being the intro playing only after you make one step, for that I would suggest you look into "autorun" events.
I particularly liked the mechanic of getting the enemies skills, this addition really makes the random encounters feel much less annoying at the start, since I got really curious on what you would learn. 

Unfortunately I got to stop right away, since I didn't find any way to continue at the waterfall. Also I want to add that the companion is not clear what it is, it's never explained in the game if Akasha is real or not.

Though I would say you made a good choice in participating in the jam! 
If you're interested about the stream, you can find the VOD here: https://www.twitch.tv/videos/2459288737

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Wow, this was a pretty solid experience. The artstyle was really on point the whole time, and the story was interesting and well told.
I especially liked how you converted the battles into puzzles, and for the most part of them you guide the player into making a choice that's morally wrong out of necessity - like how the protagonist did. I'm just not sure about punishing the player for not ratting out their friend, since the excuse of "I can see in your eyes you're lying" felt a little too convenient. So having to restart the fight just for that felt very unfair.

But overall I really loved the game, this has to be one of the most solid entries of the jam. Congratulations!
If you're interested, here's the VOD of the stream: https://www.twitch.tv/videos/2459288739

Hello! I played the game with the extra files you provided, but there were still a lot of problems with the game itself. 
The idea is pretty nice, I liked the ability to swap gravity and to jump forward, even if recharging by pressing "F" was really unnecessary. I didn't really understand anything from the story, both from the unfortunate language barrier, but also because I felt it was being way to mysterious.

I didn't play it for long, but if you're curious I streamed it here: https://www.twitch.tv/videos/2459288740

Hello! This game is pretty good. The atmosphere and the art are made wonderfully, and the meta element at the end was pretty eerie, I liked it! (Even if at the start I was skeptical, since it felt a little unnecessary)

The gameplay is a little too simple: battles are just the default ones, and you can easily avoid enemies: there's no really a reason to fight - even more at the start, since each slime gives 2 exp and the next monster 5, while later you get 50 exp each fight.
Though I really liked the characters: the different personality of them really made the dialogues and the story enjoyable to play. Good job!
If you're interested, I streamed the game. Here's the VOD: https://www.twitch.tv/videos/2459288738

A cute little game! I liked a lot the amount of personalization that you can give to your playtrough, it's really impressive seeing it work!
The main part of the game was the actual building of the story yourself, so even if the battles were kinda basic, I didn't see much problem in it.
I also liked how you managed to include a second narration inside this fantasy story of the kids.

I don't really have a lot of critiques, maybe just that the game mixes 2-3 different artstyles so it's not coherent, but the design of the dolls kinda makes up for it.
If you're interested, here's the VOD of the stream: https://www.twitch.tv/videos/2459286983

Hello! Nice to see a Vx ace game in the jam! The story was short, but interesting. I though I don't see much the point in having the fantasy twist in the end, since it wasn't developed and it doesn't really add anything to the prior events. Though I gotta admit it made the story a little more interesting to follow.

The gameplay was nice, with short little minigames and puzzles sparkled around. I didn't particularly approve of the switches/lights puzzle, since if you don't know the trick to solve those puzzles (which I didn't) the player might have to spend a lot of time just to solve it. I personally don't like those puzzles because with no hints they're just trial and error (and a difficulty spike) for the average player.

If you're interested, here's the VOD from the stream: https://www.twitch.tv/videos/2459286982

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This game is really impressive, in its own way. I'm surprised by the amount of options the game has for some parts. I like the core idea behind it, that the player has to prepare in time before the final test.

Though I think it's pretty unlikely to finish it in the first playthrough since you need to know some tricks, timings and all the stuff. Which can be fine: could be an incentive to play again. If that's the reason though, the length of everything might be a little too much - having to replay all the first 5 days just to be more prepared  can be a little tiresome, considering that - even if you can learn more tricks - the game never changes, it's not a roguelike.
Also the Black Mountain section was way too long this. If it was any other game the dungeon length would be perfect, but here it's a "preparation test", a way to check if the player built the team correctly. And having to struggle trough the first parts of the dungeon only to find a wall right after, it's a little demotivating.

The start of the game was very confusing to me, since there were too many options and there was little to no guidance. And it didn't help that this game has a lot of custom names that often were unnecessary, like giving a name to the days of the week - that was just extra confusing and I didn't really see any need for it.
Though I appreciated how you inserted new races instead of relying on the classical tropes of dwarves, orcs, ecc...

I never expected this kind of game from the jam. It's very unique, but with its flaws. I liked it a lot, so much that I tried a second playthrough on my own after the stream. But despite being very engaging, I can't bring myself in trying again, since at the end it feels like every day I'm doing so much for too little, and it's the same steps all over again, with some of the content hidden maybe too much (I never recruited Selaine even if I tried hard).
I don't think I can give the right suggestions for this game, since the concept is pretty uncommon - but the idea is very cool. I just hope you can understand what you want to be improved and what works. If that helps, here's the VOD from my stream: https://www.twitch.tv/videos/2459286984

Note: I tried to inform you of the stream via mail, I'm sorry you couldn't be there in time.

Hello! I streamed your game, and I'm really REALLY surprised you managed to pull this off in RPG maker. I already saw some platformers plugin, but the PHYSICS were what got me. By that alone, this game was beyond expectations.

Story-wise, it's a concept I liked, even if it's not the focus of the game.

Gameplay-wise though, despite the programming is very impressive, this game doesn't work well for me. The combat has no real depth, since it's mostly spamming an attack or moving away. Enemy projectiles are too fast that are very impossible to dodge. The boss had a pattern - and I liked that - but again his scythe was too fast and unfair. Luckily there was the removal of game over for the jam, but that felt more like a necessity instead of a reduction of difficulty. And as a note, the air movement was pretty fluid, but it was VERY awkward to not be able to control the jump in a way to fall vertically: after the jump you can only move either left or right, not stand still.

I personally enjoyed the troll section, even if it felt a little out of nowhere since the previous parts of the game were very different. Though in the second part all the collisions were way off and it was a mess. I thought it was a very big bug/oversight, but reading the comments I realized it was not. Though it was definitely not clear, and I played the entire section without any reference point. I suggest to have another player test your game to see if some mechanics are understandable or not, since developers often have the "curse of knowledge" for their game.

A pretty impressive game, really. The technical aspect is really beyond expectations. Though the lack of a lot of polish aspects unfortunately negatively impact the experience.
If you're interested, here's the VOD from the stream: https://www.twitch.tv/videos/2457174622

Hello! This game is definitely something peculiar, having the 3D models as the characters portraits. Cool also how they're implemented in battle, with the full animation for casting skills and spells. It's unfortunate though that they clash with the base RTPs, so they really feel out of place. Probably with a better suited tileset they would've shined.

The gameplay is pretty simple, but since there are not a lot of battles, I don't really see it as a problem. The riddles were fun, but often they didn't let you read the question again after seeing the answers - but at least the punishment wasn't too dire if you fail.
The thing I didn't understand was the purpose of the random battles - or the battles overall. Since the game clearly states that there will be no reward from winning battles, they are seen just as a form of punishment for the player, more than an obstacle - even more emphasized by what happens when you fails the quizzes, or if you explore in the wrong way. Moreover, you can just escape from any random encounter, so I really did not see any point in having them, if the player should just press "escape" right after.

But I appreciated the story: the concept was fun, and the characters had interesting traits of personalities. I personally liked the guy drinking his tea.

If you're interested, I streamed the game. Here's the VOD: https://www.twitch.tv/videos/2457174623

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Wow, the voting period definitely went 

BEYOND EXPECTATIONS!

Hello! I streamed your game, but unfortunately I have to say that I didn't enjoy it.

I liked the premice and the introduction of the characters, but that was the only interesting part about the game. Maybe even the gate stones mechanic could be interesting, but I don't think it was functional yet.

The gameplay is... everything and nothing at the same time. Tha game has a lot of equipment slots for each character, customizable stats and skills, craftable resources... but for what? The battle system is so standard that there is not even the need for it. Also, every battle features too many enemies straight away, that I turned autobattle on (which is a sign of the superficiality of the battle system). And I'm glad I did it, since there are WAY TOO MANY encounters in the map, that are hardly avoidable.

I liked the idea of gatherable resources around the map, even if I would've liked that I didn't have to wait each time for the timer to run out in the rock minigame. The map design is not bad, but there is no reason to explore since there is not a single reward around - like chests or rare materials.

I think you tried to do something way too ambitious for a game jam, or overall too big for a solo developer. But it's not a problem, - after all that's what game jams are for: experimenting.
If you're interested, here's the VOD of the stream: https://www.twitch.tv/videos/2457174625

Hello! I love how this game takes the classic sliding minigame, and turns it into a full game! The story start without a lot of premises and goes straight to the point (I liked it, even if the tutorial felt a little long - maybe stuff could've been explained during the story).
And the artstyle overall looks very good and super coherent, especially the portraits!

At the start I wasn't convinced by the enemies bouncing you back, but at some points it was used as a puzzle mechanic. But I still find a little slow waiting to bounce back and then repeat the movement for each enemy. Also I feel that having to hold the interaction button while hitting them is very unnecessary for how it's programmed right now, since I simply held the button down for the entire time.

Also, I personally don't mind that the game took more of a monster-based direction instead of a pure puzzle one - it makes a lot of sense in the game jam, since it makes the game more casual. But I personally would've loved having a focus on the puzzle, since for what I played, there were not a lot of thinking required to beat each level - just some bouncing back and forth between enemies.

(As an extra note, there's no reason to buy anything other than the raspberry, since the price is just 20 x hp restored)
A pretty solid game, congratulations!
If you're interested, here's the VOD: https://www.twitch.tv/videos/2457174625

Hello! I enjoyed the game, the mistery was interesting and the art of the MC is pretty cool!

I want though to give some observations:
The timeloop didn't feel like a mechanic at all, since after dying you resume the investigation from where you left: the timeloop has no loop (except at the end). Also the deaths most of the time happened trough text and without clarity - It's not a problem for the only text part since it was made for a jam, but most of the time the game did explain how I died only AFTER the death screen, leaving me confused each time on what happened. Once it even didn't explain what happened (the bathroom mirror). Though in general is still better to just show, instead of explaining.

The gameplay is just... interact around and find objects. There is no actual gameplay to the game apart from looking around. I didn't mind that much since the interactions were interesting and sometimes showcased the personality of the protagonist, but for a game about a mystery murder not having any sort of way to chose what to investigate or to give your deductions really made it too linear to be engaging.

And as an extra note, even if the portrait looks very nice, the art of the portrait, the tileset and the character clashes with each others.
But it was still a pretty good game, that's actually pretty commendable for being the first game. Congratulations!
I streamed the game, if you're interested here's the VOD: https://www.twitch.tv/videos/2457170511

From the screenshots I expected a totally different game. I would suggest to use actual screenshots and move the page images in the game description.

The game is... definitely unique. It's a sort of RPG roguelike, with some preparations beforehand. Though personally I didn't enjoy it that much, since having to build your entire team from scratch every time you lose gets repetitive pretty quick. Also, I don't get the point in exploring the dungeon, since you don't get any reward from exploring it unless you go all the way down. So the best strategy would be to just die right away to get the daily taxes money - and repeat.

I played for some time, but I didn't really want to continue, since the battles were starting to get repetitive, and I barely managed to get trough floor 1.
The idea is interesting, but the way it's developed is not really fun for me.
If you're interested, I streamed the game. Here's the VOD: https://www.twitch.tv/videos/2457170512

Hello! I streamed the game, and found the start pretty promising: there is a cool artstyle (despite having art like portraits or chara outlines clashing a little against it) and an arcade-like progression that I found interesting. 

I found some problems elsewhere though. First, especially in the first battles, there is not a lot the player can do except the basic attack (with special moves only when they're ready). It didn't weight a lot since the resource management factor helped a little. I later discovered though that the defense command is broken: 2-3 turns of reduction and healing. Also with the 500 gold given from the king I didn't had problems buying A LOT of rations.

I had to stop since the walker battle felt very impossible to beat, since I don't do much damage and he does a move that oneshots after a number of turns, without any sign on how to avoid it.
Maybe I was supposed to find a mage, but I checked the only explorable area and I found nothing.
If you're interested here's the VOD: https://www.twitch.tv/videos/2453389792

Hello! I streamed the game, and I have to say that unfortuately I didn't feel like there was much into the gameplay itself. I really liked the idea of having a skill level-up system, but the battles itself were hardly of any interest. When a slime appears, I just had to use the spell with the opposite element. I didn't feel like there was any possibility of having a strategy, just hitting with the best move.

The exploration was engaging, since having the power-up crystals laying around made it more rewarding, even if I would've directly improved the skill instead of making the player use each one from the inventory. Also there were no need for random encounters, since just having the crystals alone make the final fight a breeze.

The story was pretty cute, and definitely matched the style of the tileset. Good job on the presentation!

No problem, I still accept submissions!

This week, if everything goes well, I will resume streaming games from the jam with a good peace. 
From Monday  to Friday, starting at 5pm UTC. 

So far I played a little more than 10% of all the games. I'm surprised I managed. XD

Thanks a lot! C:

Hello! This game is unBEElivable. A Cozy Bee Roguelike game? What? But the concept works surprisingly well. The game is super engaging, and the main gameplay mechanic is very fun. I really like that you have a way to choose your build and which flowers to take to improve your future days.

I played both the jam and the stable version, even if after the 30/40 days it started lagging hard. I'll give my feedback on some parts: the flower that gives point in exchange for nectar is very broken, since with the price of 1 nectar you gain many more thanks to the spare jumps. Maybe it should cost more? Even percentage based?
Also, I can't return back if I have 5 jumps left (or even 6).

Though, this game is pretty addicting, I would definitely play more if there will even be an expanded version. If you're interested, here's the VOD: https://www.twitch.tv/videos/2453389791

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Hello! This is a pretty peculiar entry: the story is interesting and has its twists, and it's pretty fitting for a game jam game. (having to find the 3 items to "hack" though didn't feel much realistic to me - they could've been parts of an encryption key for example). The artstyle overall helped a lot with the experience!

The meta approach makes a lot of sense and really feels diegetic instead of random 4th wall break.
I've gotta say though that even if the gameplay idea was interesting, there was not really a challenge in the entire story at all. Everything you have to do gets explicitly told by the game itself: type "msg XXX", write "join YYY", input "cd ZZZ"... At no moment I had to stop thinking what I was supposed to do.
The idea is pretty cool but... I don't feel like it's been used in the best way.

I streamed the game, if you're curious you can see the VOD here: https://www.twitch.tv/videos/2449098368

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Hello! I played this game some time ago, but I forgot to comment (so something could be different from the actual version)

I enjoyed this game a lot, and I can't even understand why. XD
The gameplay is pretty addicting, mainly because of the open exploration the world offers. The battles use the simple battle system, but there is an extra layer of resource management that makes it work pretty well. I also liked the idea of healing items that don't give a flat health restore.
The exploration feels rewarding, and there is a lot of customization on the character. You really pull off the metroidvania gameplay pretty well!

Though I was not really convinced on the first boss, since I felt like that without some luck on its pattern the fight would've been very unfair or even impossible. I would recommend having something a little more close to a pattern to articulate better the sequence of the moves. Also I found a exploit where you can make infinite money buy buying and selling the magazines.

Overall, that's a pretty unique project! The vibe and the gameplay are a perfect match! I made some other observations, but I don't remember all of them. If you're interested, here's the video: 

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Hello! I'm surprised there's a game jam this long D:

The artstyle is pretty peculiar, I think the game would've had its own unique style if even the characters and the ground tile were custom made. I felt though that there wasn't enough decoration around the maps - some flowers and tall grass would've definitely helped - for most part there's only plain grass and some tree.
I only played for half an hour, since I unfortunately kinda lost interest midway (But also because I had other games to play). I stopped since the story didn't really pull me in, and the lack of gameplay (in the part I played) didn't help.

If you're interested, here's the video gameplay.

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Hello! I had fun playing the game! I enjoyed the Stanley parable vibes. I like how it predicts the player behaviour and responds accordingly. Having your choice (or looking like there's one) helped a lot keeping me engaged.
I'm not sure about the final battle, it's super short and is used as a gag, but there might've been space for an extra choice for the player (eg: Escaping instead).

If you're interested, here's the video:

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Hello! I played some time ago and I forgot to comment! 

The game presentation is pretty good! The game overall presents itself pretty well, with a clear objective that is definitely something I didn't see before. The objects to cleans are pretty funny as well, I liked the humor.

I think it works pretty well as a short experience, even if I don't personally find the gameplay challenging at all - you just cleanse, then walk to the end of the corridor, and then return back to cleanse the extra stuff, no exception. Also having the same dialogue for each object can become repetitive.

If you're interested, here's the video! (Not super recent)

Thanks a lot Indrah! It was really helpful - I'll work towards solving those problems!

Thanks! I happy to hear you enjoyed it!

Hello! I streamed the game, and I have to unfortunately say that the experience is... disappointing.

I can commend the intentions in trying to make something more than a simple RPG, but there's a lot of things that I think are not done well.

First of all, the entire context in breaking inside someone's home doesn't feel appropriate for the actual gameplay: feels more a trial to complete than a intrusion - I don't see why they would keep a door with logic quizzes or having a timed chest instead of a... locked one.
The logic puzzles were interesting (I enjoyed them), but felt very out of place - like they were randomly put in just to have any semblance of gameplay.
Also the lost wood section was just confusing to play: there were no clear indication of what the area was supposed to mean, and even if I knew that was a "lost wood" section, going at random without hints is definitely not fun.

Also you mention that most of the problems are Unite's fault, but that doesn't mean it's ok to keep those parts unpolished. The game starts in the corner of a map with 2/3 of the screen being black - that's not a good way to introduce the player, there should've been more map to decorate the black part. Also, the dialogues go on a new line at the wrong moments, definitely a doublecheck would've help recognize this problem and try to go on a new line manually instead of relaying on the default function.
This unfortunately can give the impression of lack of polish and low care on some parts of the development process. 

At the end, I don't know what this game was supposed to be, since there's a mix of action and logic parts that don't really seem to define a core concept for the game and a story that takes random turns out of nowere, which doesn't seem to go beyond expectations.
Here's the VOD of the stream, but be wary that we made some fun of the Unite engine, but I still tried to give some constructive criticism on the game itself: https://www.twitch.tv/videos/2449098366

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I really loved this game. (Here's the VOD of the stream): https://www.twitch.tv/videos/2449098373

The artstyle choice is very commendable, I think it matches perfectly the vibe the game offers to the player, and it's pretty polished at that. It really looks like a short complete game, you also nailed the game length in my opinion.

The battle system is relatively simple (and standard), but still came as a surprise how fun the game was. I think that to complement a simple BS like this the open-world exploration was the perfect choice.
I liked the choice of not having a level-up system, and instead to leave the progression bound to the exploration. In this way grinding enemies is no longer necessary for long-term reasons (Exp), but instead just to get the extra materials and healing items. That's what it makes it fit so well with the open world setting, and a very balanced  one at that: I always felt my exploration got rewarded. After the second half of the game though the money became a little too excessive, I would've found other ways to use it.
And as an extra, I really liked the idea of crafting your own save points, it gave a lot the vibe of a survival game, and it's a pretty good use of the risk/reward mechanic.

The story was relatively simple, but still enjoyable. The focus was not the story though, so it's perfectly fine as it is. I liked the short intermissions of the evil dino king.

At the end the only thing is that the theme "beyond expectations" is a little weak. It's clear how both the Ufonaut and the tribes managed to go beyond some sort of expectation, but for the jam I expected more than a default battle system - even if a very interesting at that. But you could say that the depth of a default BS like this... can go beyond expectations. XD
Also, the paralysis from the hunters skill is too broken since it makes bossfights very trivial.

After the stream, I returned to the game because I was really curious of what I missed (A very good thing: the game got me really engaged). I tried the other choice at the end, and explored the mind control island that I missed.
Also, look at this cool softlock I created! C:


Thanks for letting me know. I thought I solved it in the previous update. I'll see if I can find the cause.

Hello! I played the game on stream, here's the VOD: https://www.twitch.tv/videos/2447775078

That was a confusing start for me, since I still had to get used on how every piece worked. Though I managed to win on the second attempt.

The game has a pretty good presentation, with a artstyle that matches well with some of the tileset (without considering some RTP pieces there and there), and the drawings have a unique design.
I liked the vibe the game took after the "bad ending", even if I felt like the true ending was very rushed - there were no extra challenge, no climax, just an image and a single textbox. But I can assume it's due to the jam limitation.

I had fun with the game, the strategic side definitely had a lot of possibilities, even if at the end I mostly used pawns since they can attack without getting a counter.

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I liked the game! Here's my observations from the stream:

The artstyle choice is perfect, gives a nice retrò feeling by still keeping advanced animations in battle. It looks very polished, and the small cutscenes add a lot the the game.

The gameplay is simple, but since the enemies don't have a lot of health it becomes more of a game about doing quick battles and managing your health and progression. Unfortunately after the first half the battles started becoming vert repetitive, culminating in the final section where you just have to spam your strongest move for 3 battles in a row. Pretty unfortunate because I can clearly see the power progression of the protagonist with the new cool moves he learns. 

That's an enjoyable experience, but making a turn-based RPG with only a party member is not a simple task since the battles might lack on strategy. Still, pretty good job for making this in a month!
Here's the VOD: https://www.twitch.tv/videos/2447775074

Cool little game! The gameplay cannot get more "game jam" than it is: simple and intuitive, even if with some slight problems. First, I think a indicator for the next delivery might've been necessary, since sometimes I had to wander around and understand which house placed my order - or in alternative getting the address of the house to deliver to. I appreciated the change of scenery before it started to get repetitive.
Also, the knocking the code on the doors felt very out of place (would've fit better in a "scroll the slime from yourself" kind of situation), on top of functioning as a malus since you cannot pause the knocking to deal with slimes coming at you.
I also want to note that I never felt the need to use the dash or upgrade it, and the time limit was not that troublesome, since you can easily try again the day after.

The story was simple and silly, and I think works well for this kind of game. I didn't understand why that wizard was so evil or why we fought it with pizzas, but I can easily overlook that since feels part of the wackiness of the story.

Good job!
Here's the VOD: https://www.twitch.tv/videos/2447775075

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Yo, what?

This is the only entry of the jam that kept me engaged closer to 100% of its duration so far. I loved the free narration that you can explore on the internet: the interface was really surprisingly responsive and immersive, and the small puzzles you had to solve in a meta ambient of the desktop. And the yume nikky gameplay was integrated in a very smart way.
I'm not really a fan of yume nikki-like games, since they make zero to no sense at first glance for the player (and so it's just confusing), but here I can easily get over it given the context behind it, so I experienced it in a different perspective (which is good).

You played a dangerous game (and literally so did the protagonist XD), since cryptic games risk to not be enjoyed if the player doesn't get anything at all, but here I feel like there was a good amount of information to let the player at least try to figure out and understand something on their own.
I don't have anything negative to say about it, maybe the only thing was that navigating the digital hub (the first in the game) was not super-clear, I would have appreciated more reference points to not get lost every time. And the save option in the game working differently was a little unnecessary and unintuitive.

So far, this is definitely my favorite game of the jam, congratulations! I would definitely love playing a longer version of this!
Here's the VOD: https://www.twitch.tv/videos/2447336927

Oh, sorry. Someone is knocking on my door. I'll continue the review later-

Yo! That was a pretty fun experience, let me summarize what I already told you on-stream:

The story is a pretty cool concept, that is a pretty good hook to keep the player interested in playing the game. And the artstyle look gorgeous, and fits very well the narrative you used here.

I was not fully convinced on the gameplay, since it's all or nothing: the game gives you little to no direction most of the time, and you have to randomly talk to everyone to guess what do you even need to do. OR you could ask the goddesses that will give you the solution right away. So there is not really a lot of gameplay involved. Though I really appreciated the possibility of choices that affect the story (which are not often just from a choice window), since help a lot to keep the player engaged.

While for the story - while I enjoyed it - I would say the characters dialogues were only informational, and they had no space to convey the character's personality. So they unfortunately looked quite plain most of the time.

At the end though it makes up for the it in the presentation and story concept, and it's overall good work for a single month!
Here's the VOD: https://www.twitch.tv/videos/2447336926

Hello! This will be a hard one to comment, since I can see the intentions behind but it I'm hardly a player that enjoys this sort of slow rural stories. Also I'm sorry in advance for being quite direct on some comments, but I want to clearly convey my thoughts.

First of all, the presentation looks very good. The artstyle is perfectly coherent, and the music and sounds work really well for the atmosphere.

The gameplay is... very simple. I think that might fit well for the game you're trying to make, but there were two things that I found unnecessary: first, at certain points the game hardly gives you directions, like it tell you to go to the city but it's not clear where you do need to go or you don't know where the place is, since the player doesn't know how the town is structured. Also, at a certain point having the character move at almost the slowest speed possible and having to go to the town and back without a crystal clear destination in mind is a little extreme. I was worried I might go the wrong way and had to painfully walk back to look elsewhere. That might've been for immersion and to show the old age of the character, but gameplay-wise felt very cheap.

While for the story, I liked a lot the concept of the "dreams" - the story overall has an interesting idea, even if I only played for a little longer than 1 hour so I didn't experience it in full.
Though I did not like how the slow-burn slow-life narration was handled: a lot of dialogue was devoid of character personality, and were mostly used to convey information. You try to replicate the vibes of a book, but you should keep in mind that in the books they carefully describe what happens in between the lines, like characters emotions, shifts in attention and all, while here we just had plain dialogue (even if the visual helped a little).
And as a extra note, I realized that there are some redundant dialogues that make the narration flow in a less fluid way, like the protagonist repeating three times what happens with the bubbles, even if the player clearly saw it the first time. Also having a lot of family names thrown around in conversations made me sometimes lose the concentrations and the immersion in the story.

I'm always curious to see how someone approaches a slow story, since it's a very difficult feat to pull off, and unfortunately I would say that there was some stuff that didn't really stick with me here, but it's a commendable feat nevertheless to pull off in a month.
Here's the VOD: https://www.twitch.tv/videos/2447336925

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I need to hire a sleepy boy now!

That's a pretty impressive entry for your first ever game, since the artstyle was pretty good looking that fits very well with the story vibes - except the character sprites that were more pixelated.

This game does very well something that some newbie developers (and sometimes expert ones) forget to do: pacing and personality during dialogues. Each scene didn't feel to overstay its welcome (there were some that went a dialoguebox or two too long in my opinion, but it's not such big of a deal), with some little events that helped keep the player attention just enough (eg: Masaki falling asleep in a scene). And also you could see the characters personality pretty well in the writing of the dialogues - that helped a lot to keep my attention up and not get bored.

The story is... very simple. It felt right for the cozyness of the artstyle and dialogues, but I have to say that the story was lacking any "hook", something that would make the player look forward to the next events. It's probably the only main problem I could see in the game (I did not feel particularly engrossed to the game and not really curious of what would happen next) - but seeing it as a cozy game, I'm not even sure if that's a problem at all for this game specifically, but it's surely a thing to keep in mind while making games.

After all, again, pretty good work for a first game. Masaki the sleepy boy is so cute.
Here's the VOD: https://www.twitch.tv/videos/2446453941

Indrah is back, stronger than ever!

The gameplay starts very addicting, the pokémon formula is a winning formula all the time. In the first sections of the game, I really wanted to enter every encounter to see which spirits were available for capture - I was very engaged with the entire game loop, it worked wonderfully.
Unfortunately after the initial wonder the gameplay started losing momentum, and random battles don't matter as much: capturing new monsters is not really that incentivized if not for the random moves that they can get. Switching to a new spirit is hardly an option, since (leaving aside the exp bug in the merging) I didn't see any benefit in doing so: they all have the seemingly similar stats and same moves (there are some differences in moveset, but at that point I already settled with the first spirit with good moves I found), so it all comes down to who I like more.

The battle system in itself also is pretty unique and gets some strength in the customisation that you can do, even if I didn't feel like there was a lot of strategy involved, and you can just use your strongest moves. Also the ability to move around the battlefield didn't feel useful - I never used it.

The exploration is simple but pretty satisfying to do, since there's a lot of items laying around, and later with the unlock of new abilities I felt incentivized at backtracking to find even more stuff. I didn't really had a use for money though, since I didn't use any item.
I especially appreciated the artstyle, a pretty good choice for the theme of the game. the maps look all different and well decorated. I liked the exploration part a lot.

The story was simple but nice, mostly because of the different personality of every character and the worldbuilding. I personally really appreciated the master, since it really gave some sort of final challenge vibes. Though I gotta say the dialogues, even if sweeten up by the characters personality, I felt were too long than necessary.

After all, despite all the problems (both gameplay-wise and bugs) I enjoyed the experience. For me it started to get a little repetitive after a while - there was nothing that "freshened up" the experience - , but the pokémon formula and the exploration helped to keep that curiosity and interest just a little longer.
Also, what the hell? How long did you manage to make a game in a single month? Wow. Truly beyond expectations.
Here's the VOD: https://www.twitch.tv/videos/2446453940

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Thanks! Yeah, unfortunately I didn't manage in time a way to let the player resume movement or even undo their moves, but I'll definitely plan to add it.

Hello! I streamed the game just today, so here's the opinions I gave on the game summarized:

The pokémon format is really powerful, since with it you made the gameplay easily recognizable and increased the engagement. Unfortunately it also comes with a lot of "expectations" (i said it!)

The musical triangle of weaknesses is a very smart choice, since helps a lot distinguish the monsters and creates some matchups. Though after putting a supereffective monster against the opponent, the battle is already won, since you just use some skills, charge the bar, and do even more damage. And if your monster falls low on hp or mp, you just use an item and they're back to full. I felt that the challenge was almost absent.

I think that part of it is due to the skills you can use: all of them are a variation of "do damage and charge the bar", so there's not a lot of variety, both for you and the enemy - that's why the enemy will never have a chance against the player: they'll lose since they can't switch and can't use items.
The combo of buttons to press for the skill seemed kinda pointless, since didn't contribute to the battle mechanics at all, and after the first battles it started becoming repetitive.

I don't have much to say about the story, since it's simple even in pokémon games, but could've been a nice opportunity to try something less standard.

The pokémon formula though had a positive effect in the game: you can consider this a pocket Pokémon. It still was an enjoyable experience, but the problems made it become repetitive after the first half. Yet it's impressive for the work of one month.
VOD: https://www.twitch.tv/videos/2445203356