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Wanda77

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A member registered Oct 25, 2024 · View creator page →

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Thank you for your comment! The game might be a bit too hard in some places; I didn't have a lot of time for playtesting and puzzles always seem obvious to the one creating them. When I have the time, I might add some sort of hint mechanic once the voting period is over.

For the first puzzle, you need the book on the counter. Apply it to the pattern of the carpet in the other room (it's the missing pieces). The code you get will open the cabinet in the carpet room.

It's clearly not done, but I see potential in this! Maybe a roguelite where you could buy upgrades to make you move faster or carry more so you can delve deeper into the mine next time.

I like the idea. It feels like a classic arcade game. But it's much too easy to get stuck in the uppermost layer of the ocean, so you can drown wile you're basically right beneath the hole.

Thank you for your comment, I'm glad you enjoyed it! I will look into that second puzzle again.
When you managed to play both arcades, you basically made it. Hidden in the second arcade game are three numbers that make up the code for the final door (in the solo game both doors work the same).

"YES I KNOW, but you can't do anything helpful right now, everything you could do would get you killed!!"

10/10, would scream at my chess pieces again.

For real though. I like this. It's cute and fun and sometimes actually made me feel bad about my decisions. I never thought about chess as a violent game before.

If you want to expand on this, you could assign the personalities randomly (I think they are fixed right now?). And I think it crashed at one point, I wasn't able to do anything and there was no apparent reason why. Which was unfortunate because I think I could've won!! XD I will add a screenshot of the situation where it froze in case that helps. 

I'm sorry to hear that. Are the controls not working or do you need a hint for the first puzzle?

What a beautiful way to think about a mirror!

Thank you so much! And I hope your character will find their happily ever after!

Thank you so much! Rain is valid ❤️

I somehow missed that, sorry! Should be done by now :)

The three questions this game leaves behind:

1) who am I

2) why am I in this place

3) why can't I eat candles

Thank you so much! I'm glad you enjoy it!

I'm so glad you're enjoying it! All the best for Hyacinth :)

Easily understood and reasonable difficulty. I agree with Dori, an extra "Game over" (when losing all the arms) and "You won" (when hitting 100%) screen would make it feel more well-rounded without being too much of a hassle. Overall, nice entry!

Really cute, I can't believe this is your first game ever! I like the fact that you have to start pressing the button well in advance and then it will take the falling present some time to reach the house, too, so timing is important. I didn't quite understand what "Out of presents" meant - missing houses didn't seem to do any harm - but that's probably due to the update you mentioned. Maybe over time there could spawn more obstacles or the game could move faster to increase its difficulty? Just a suggestion though!

Hi! You're right, it's Betty's birthday, formatted the European way (in this case day-day-month-month-year-year-year). Day and month should be obvious, the year is 139. Hope this helps!

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360 Feedback in action

Ups^^ danke für das Feedback! Ist jetzt in der Beschreibung :)

Thank you, that makes a lot of sense! I'm very exicted to learn and talk about other people's design choices :)

Yes I do, but that may be just because it delayed in my second playthrough of the new version (and I wouldn't count the first since I was still figuring out the new mechanics and not really expecting to win anyway). This gave me a feeling of "I can play at least 11 rounds and then probably more" rather than "I can play 11 rounds and then I'm probably f****d" which I would expect from this type of game.

This takes some urgency and panic out of the 11th round but does add tactics, otherwise I could just mindlessly flip every card (doesn't matter if I die this way or the other). Without some kind of recovery mechanic I probably would also restart the game after the first 3 or 4 rounds if I feel like I'm not building a good deck. (There are a lot of cards which need to work in synergy to make sense, which I like a lot, but it also leads to situations when it's pretty early pretty clear that I'm not gonna win this one because I couldn't lay out a good basis for one approach or the other yet).

I would also like to see the poker chips again! The visualisation of the increasing numbers and the division between total money and money I made in this round was pretty satisfying.
I agree that the bomb is a bit bland but is more clear of a mechanic. Would you mind explaining why there's a small chance it might not go off the first time? This seems to remove a bit of the urgency, at least to me, since I find myself speculating for it

Printed this out twice, one for my own wallet and one for mailing to a friend. Thank you!

Ich war Samstag da, wir saßen auch in der Umkleide auf der Turnbank. Ohne Stuhl^^ das war schon okay, aber man saß halt nebeneinander beim Spielen. Ansonsten war ich draußen (ich bin bei den Schwertkämpfern)

Love your art style! The story seems a bit rushed and you explain a lot of things - either via narration or dialogue - that would probably be better shown, but I guess that's due to the jams' time limitations. Combat - and searching for combat - can become a bit tiresome, but the story somehow hit home (yeah, I cried at the final decision...)

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Großartig 😂 wir hatten das gleiche Problem! Hoffe, ihr habt noch einen zweiten Stuhl gefunden :D

Thank you so much for your kind words and for taking the time to write such a thorough review! Your advice is really appreciated and I will think about it when working on my next games.  I don't really consider myself much of an artist, but you're right, the game looks pretty generic. I will try to change that in future projects!
There are a few secret scenes and alternative dialogue sequences, but only one ending. However, if you talk to Amanda twice after meeting Daniel in Griffonburgh, when the main plot is over, she will stop the earthquakes for you, that's completely optional.

Cute art, I really like the protagonists and the dynamic between them. Maya is a super cool main character with attitude! (Although I really don't want to be Spark 😂 but c'mon, she's a child!) I also like the fact that there is no real BBEG (in this demo at least). Would love to see this game finished!

Thank you for reporting! The rock-pushing puzzle is intended to be optional; if you mess it up, you should just be able to leave the cave and keep playing. I didn't test it on mobile though, I will catch up on that!

Thank you very much! Yeah, it's more of a tech demo, and you really got unlucky in the video (streaming minesweeper surely is something else 😂 ) would you mind if I linked it on the store page?

I didn't expect to see a roguelike minesweeper card game... Really fun and addictive! I like the fact that it allows for a lot of different strategies. I can beat monday with more than an hour left, but I didn't manage to beat tuesday yet. Health and reactivation door are both quite annoying, health is nice when I need it, but most of the time it's just in the way of the default 10$ door. Same for reactivation, they usually just reactivate each other and are of no real use, which brings it down to pure luck which doors you get.

I wonder if you will add a save system - I like roguelikes, but I think it might be nearly impossible to finish a whole week if you have to start each run on monday. I'd also like an option to rearrange my perks - put the basement multiplier in front of the basement money for example - maybe at a cost of time or something.

Keep up the good work, I'd love to see where this goes (and where's the connection between the puppet, the card game and the pharmacy company, who am I and why am I doing this??)

Really fun! I like this kind of puzzle games. If you lean more into the scripting aspect, I think of a lot new mechanics and even interesting fourth-wall breaking storylines. Hope you keep working on it!

I like your style! Some things are open to interpretation (or at least I didn't understand everything lol), but I think that only makes it more interesting.

Really cute setting, of course Machi is great, maybe they could be a sequel about them since they went out on adventures 😁

And I really like that the ending turns out not as blunt as you expect it to be because yes, communication is key!

Thank you so much :) I will!

I guess it's mostly up to me usually playing RPG Maker games by mouse not keyboard. In the beginning I found it hard to understand to which place / base to go next and sometimes I seem to be able to use a defeated character again (there probably is a reason, but I didn't see it, so it could as well be  a bug). There's also no real fighting screen in the first round, which may be a bit confusing, but I don't think it's bad since it makes the fights feel more varied.

Unique idea, very touching, very sad. Thank you for this.

Gameplay and navigation was a bit confusing at times, but no big deal.

I like your style! Puzzles are fun, nostalgic in a really good way and not too frustrating due to autosaves and skip function. I'd love an option to turn on subtitles (or maybe it's there and I just didn't find it).

So beautiful and true.

Nice and cozy game with cute details. I'd love to see more levels in the future!

Thank you very much for your feedback! Yeah, feeding the slimes can be a mess, especially if you found a lot of them. I added a few more apples, hope it helps!

Great game! Cute graphics and a super cool and innovative concept. I like taking the word "buttons" literally 😂