Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Wandering Peak

539
Posts
2
Topics
34
Followers
77
Following
A member registered Apr 23, 2023 · View creator page →

Creator of

Recent community posts

Thank you for playing! We very much appreciate your feedback.

Thank you for playing and for your kind feedback! There were bugs with trees, yes. They are supposed to provide fruits in each cleaned region; if not, then you’ve encountered an issue.

The gameplay does require some backtracking anyway, so the mechanic is far from perfect. We were concentrated on the visuals and the ragdoll, so not much time was left for the rest.

Great entry! The game appears complete, with everything in its proper place. There’s a flow and an expansion. The graphics create a cozy feeling. Simple controls make it easy to navigate through the game. Although at first, I didn’t immediately understand that planting works by just holding the space key.

The palette and resulting visuals are really cool. Together with music, they create an immersive, cozy feeling, similar to a liminal space. Well done! I had troubles with controls, though, it looks like the mouse position was not correctly detected in the web version or something.

(1 edit)

Amazing art and cool atmosphere. The music was nice too, but it stopped playing for me in the web version at some point. The set of fruits/vegetables is unusual, and it was interesting to see how each of them grows.

Very nice game. Chill and relaxing. Although the performance was a bit slow on my end, that fact made me think: what if there were a setting in the options to make the tree have fewer branches, so you could enjoy the process more and have fewer repetitive actions of cutting? Great art and music-they fit and work together very well!

A nice concept! The art and music are really nice. It’s especially interesting that the game has a story, not just a set of mechanics. I love the sabotaging idea, the main character and the whole setting.

Very cool and addictive game. Taking the piercing + exploding arrow at a later stage was crucial. I got caught by the enemies, though. Just didn’t notice their dark figures approaching from behind while concentrating on the other part of the screen. I like how this works, utilizing the visual aspect as a tool in the mechanics.

Thank you for playing! I’m glad to hear that you’ve enjoyed the game eventually. I agree that in its current state, the gameplay is not that prominent and needs improvement.

Basically, the energy (or QI as we call it internally) is supposed to be your stamina, mana and shield from the damage at the same time. However, we didn’t have time to add enemies and combat, so it only works as a stamina/shield at the moment.

We tried two different approaches to the hitboxes of the clouds. At first, we made the hitbox equal to the whole cloud as it is visible on the screen, but then it looked strange when a character, clearly standing before a tree, was hit by a cloud that was passing far behind the same tree. So we decided to make the hitbox a rect below the cloud’s base. As if they were almost flat 3D objects. So now the cloud only hits the player when their base positions +- collide. Ie, if a character visually steps into the base of the cloud. It works a bit better, but maybe not ideal.

It was fun. I like how minimalistic and nice the visuals are. You feel a bit cramped in the end, I have to admit. I wish, like in a war, you could strike the mould back!

(1 edit)

Thank you for giving it a try! We would love to have enemies and fighting, but there was not enough time for it.

Very fun game! Enjoyed rolling around, and the fact that the game doesn’t impose any time restrictions on you, and you can just have fun. Music is a perfect accompaniment to the process!

Ha-ha! I love the twist. It comes right in time, when you begin to guess if there will be an end to the endless horde of enemies. The visuals and music are also superb. Well done!

Quite an enjoyable game! It’s interesting to explore different upgrades and see how the tree reacts.

The game is super interesting. It is enjoyable and feels like it’s almost ready to be released. The art is stylish and has humor—very well done. The main problem for me was that the start of the game is way too intense. There are coins, treasures, dragons, numerous cards with various effects, and the clock ticking… I would say it would work much better to have all these things brought to the table one by one. To get the taste of the appetizer and then move to the main dish. But maybe it would be too much for a weekly jam.

Personally, I would prefer the game to be purely turn-based without a real-time clock, but this is not a big problem.

How the cards react on mouseover is really distracting, and the effect could be more subtle.

Despite the critique, I like the game a lot. Best of luck with it if you would like to develop it further!

Hand-drawn art looks amazing and gives the game a true indie feel. The gameplay is fun and enjoyable. With some variety added and balancing, ha-ha, it could become a complete game.

Interesting idea and mechanics. The visuals are nice. It would be helpful if you could highlight the breakable objects.

While playing, I somehow jumped on the wall and stuck there.

(1 edit)

Cool idea and art. The game doesn’t have a happy ending, does it?

It would work better if the general art of the guest already had some hints on whether he’s a friend or a foe. However, it’s clear that implementing such would not fit within the time constraints of a weekly jam.

Also, I’m not sure I understood the guessing entirely. Some guests showed good traits when inspecting, but turned out to be foes.

Thank you for playing!

The danger level shows the strength of all nearby enemies, not their number. So if it shows 7, it means there could be (for example) two enemies of strength 5 and 2. Or 3 enemies of strength 1, 2, 4. Etc. Different enemies have different strength. When your character fights an enemy/they lose the corresponding amount of health. But we don’t have a detailed explanation of that inside the game. Thanks for playing!

There was an idea to make characters different, but there was no time to implement it.

For me, this is a really innovative game. The atmosphere in the class is horrific. It’s not a private school, for sure. Voice lines are superb.

Playing was quite exciting. However, no matter what I did, I always got caught, so I was probably doing something wrong.

The art is lovely. It would be cool if there were some additional twist to the luck-based mechanics.

Thank you very much for playing and for your comprehensive feedback! I’m glad that you enjoyed the game and sorry to hear that you had so many issues. We will try to fix them based on your feedback.

We plan to add the Center on character function. It is already implemented, but not yet released. To trigger it, you need to click on the character’s portrait either in the bottom-left character card or in the turn sequence. Hope it will be helpful. Also, you can pan the camera now by right-clicking and dragging while holding the right mouse button pressed. Similarly to the drag maps app, for example. It doesn’t work very well in the browser version, though.

Would it be useful if you could control the camera with the arrow keys as well?

Regarding character movement, Ron can only move 4 tiles on the grass. Any character moves slightly faster on the stone road. Ron, for example, can move 5 tiles if walking by road.

As for the do/undo functionality, we received so many requests for it in feedback, so we decided to start working on it.

Regarding the wisps and the stone circle, this is part of the mystery that we left for the player to figure out. We will think about adding additional hints on how it works. You should be able to stop at the tile with the stone circle, though. If you could, this is a bug that we need to look into.

Please subscribe to updates if you are interested, as we plan a couple of them for this year, including a set of Halloween levels if time permits.

Thank you for playing! I was delighted to watch your live stream as well, and happy to hear that you enjoy Forest Time.

BTW, the further you progress, the more changes/new levels you’ll encounter. There are new mechanics with witches, also. Check them out if you like :)

Thank you for playing! Your comment made my day. And I’m glad you enjoy Forest Time.

Thank you for your suggestions as well! Adding SFX to the game is something that we definitely need to do soon. The do/undo system is also in our roadmap, but it will take time to implement.

Regarding the Ninja level, you need help from Bill to get the treasure :) As for THAT first treasure, ha-ha, we won’t enburden Ron with it.

This is a very enjoyable game. I could imagine myself playing in it for many hours if there were a story to space out card combats and maybe a slightly more varied card selection. The third cat was all into defence, so I could only deal damage to him with insta-dmg cards. Love your art and sounds. Great entry, overall!

Lovely art and music help to create a really chill atmosphere. I enjoyed your game a lot, thank you!

The process was quite relaxing until the moment when dear granny put razor blades on her counter. Not so kind from you, granny, not kind at all, ha-ha.

PS: I had some visual issues. The cat’s hand was trembling, and the canvas was too small when I expanded it to full screen:

Hearing the timer ticking faster and faster was quite pressing, ha-ha. I liked how it contributed to the overall feel of the game, urging you to think. And the final process of the scoring helps you to understand all the importance of this competition. Nice entry!

Enjoyed playing your game! The music is awesome and helps you to dive into the flow of the game. The visuals are very nice too. The game itself is a bit too hard for me, but I rarely play this genre. Still, from the start, I can feel that you made enemy behavior and your weapon mechanic feel unique, well done.

Great idea with the upgrades giving you both buffs and debuffs. Maybe it would work slightly better if buffs outweighed the debuffs so as to keep progressing. Overall, I enjoyed playing the game, but it was too hard for a turn-based person like me, so I’m proud that I survived 6 rounds.

Nice graphics and idea about the timer. I would prefer the first level to be smaller to first grasp the feeling of gambling with time before trying a larger adventure.

Great game. The process is very captivating, although I have never played similar games. The visuals are very neat and nice. The ship itself, the planet, the atmosphere, the flame effects and all the rest are well done. They make the game look futuristic and cool. So far, I only scored a great number of explosions, though. Need to keep perfecting my skills. Is there a goal? Or is it kind of an open-world simulation?

Great art and animation. The game builds the mood very well. The story feels complete in its own right. However, it would be interesting to learn more about these characters. Now you have just the right amount of time to establish a connection with them.

It would be a bit better if the right shift also worked for run. In general, the movement could be more lively.

Wow, the game was a lot of fun. The visuals look very good, and the music effectively builds the atmosphere. It’s just a jam game, but you feel yourself immersed in the role of a rogue quite quickly.

However, I stuck at this point: image.png

I brought the loot and clicked on the partner, but my character couldn’t move afterwards.

Perhaps it could also be useful to have some hints on the effects of different potions before you drink them.

Visuals are absolutely amazing. VFX is at the professional level. The gameplay also looks quite interesting, but it’s too challenging for a turn-based person like me. I would love this game to have a difficulty setting of some sort.

The game is really lovely and wholesome. I like the idea very much. Puzzles based on physics simulation could be very captivating, but also challenging to design.

The beginning of the music track was super cool. The gameplay looks interesting and unique. However, I got stuck on the second level, possibly because I didn’t quite understand what the other two weapons do.

An exclusive experience! Thank you very much for your game. I’m impressed that you managed to add such a captivating story in a short jam. This really makes your game stand out. Art and music are absolutely amazing. I have completed eight levels so far, and I plan to return later and enjoy more. It’s interesting where the story goes.

Quite an enjoyable game! It feels full-fledged and ready to have a price tag put on it, actually. The mechanics are simple, but captivating. Great job!

(1 edit)

One thing to note is that the paths are often interwoven in not-so-obvious ways. Sometimes it was hard to understand where you could make a turn and switch to the adjacent path, and where you couldn’t.

Thank you for your game! I’m oftern bored by shoot-em-all games in jams (because they are oftern hard to play), but this one was quite enjoyable. I’m not sure if it’s because of the butter or the cool biscuit guy, but I had fun playing. The tempo is rather relaxing, but I don’t mind it at all. I like the idea with heating spirals as static killing zones.