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Wandering Peak
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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.
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!
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.
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!
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.
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! 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:

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 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: 
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.
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.
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.

















