Thank you for playing and for your kind feedback! I’m very happy that you enjoyed playing the game.
Wandering Peak
Creator of
Recent community posts
Thank you for playing and for your feedback! It is very much appreciated :)
We planned to add more indications but were short on time to implement them. The dice that appear when hounds spawn show their randomized stats. It’s indeed quite cryptic at the moment. And, in fact, they were part of the early idea that there were dice for hounds. But the whole thing got obsoleted during development. We planned to replace them with a more straightforward popup showing the new attack and speed values but didn’t have time for that either.
I like that you managed to create so many challenges with just a handful of elements. Each new screen plays differently. It was quite hard to complete, though. I didn’t understand how to pass the screen with fish under the islands. I guess I need to jump over the fish and land on the corner of the tile. Not sure. Maybe you need to be gentler on jam players and make the main path reachable while leaving some bonus objectives behind the complex challenges.
You made an amazing game! It stands out among many others. I enjoyed playing it and broke everything I could in the office. The problem was that the popup with the minigame information was closing itself in a split second, leaving me zero chance to understand what to do. I tried to occupy the red keys, thinking this was the goal. Nevertheless, a great game with a strong theme and strong music that helps you feel the importance of your mission.
Wow, this is the first point-and-click adventure I see in this jam. It’s a great game with a hardcore detective theme and charismatic art. The “meow-meow” part is super fun. Unfortunately, it did bug out on day 2 for me as I hurried to find another cat. Maybe a game setting with a time scale could help to feel less pressure in case if you just want to enjoy the story and care less for the score.
The idea is super original. But the gameplay is also super-hard for someone who rarely plays similar games. I loved Bastion. I don’t know why, but here, the first boss already feels quite advanced for me, maybe because you need not only to doge the chains of laser notes but also to always sync your attacks and blocks with the tune. I would also love to see the health bar for myself. It would be a bit easier if the performance weren’t lagging.
That was a lot of fun! The music and the gameplay drag you into playing and trying again and again. Maybe you could add an easy mode for beginners? Also, there could be some in-game bonuses that you receive upon completing a task. For example, an ability to slow down the time or place a board on the floor, that will catch the ball for you once. Yeah, there definitely are ways to develop the idea further. I am not sure, but what is the meaning of the three paw symbols in the top-left corner?
This is a great and wholesome game, with all the parts fitted well together. Had a lot of fun exploring the first level. At the same time, it felt too punishing for a player who was not proficient with the heist games. I looted for a thousand or so but couldn’t find a route to escape. The guard on top had no shadow or cover, which left me wondering what I should do next. Probably return back the same path?
This was fun! Everything is very well put together. The process was self-evident, but maybe some description in the game entry would still be beneficial. Was I correct, that cat could hide under the bed? I didn’t use this ability until the very end, so I’m not sure if it was really it or if the “guardian” just passed by.
This was interesting, although not exactly my kind of game. The idea of jumping down or falling to the next level is really cool. It could be a part of the mechanics in its own right, like, while falling, you need to doge a threat or land on a boost or something else. I think adding different easy/medium/hard modes would improve the experience.
Don’t get me wrong, I loved your game. It feels like you put a soul into it, and that’s the most exciting part. To be introduced to the author’s inner world. The look and feel is amazing. I especially like that your art is a bit off the mainstream. It’s not pixel art, and it’s not deliberately cartoonish. Instead, you feel like you are exploring a painting set alive by magic. It doesn’t feel like a prototype, actually. It feels like an adventure game that just needs some polishing and tuning. Probably, the biggest problem that I had was timing. I mean, I like exploring things in a slow-paced manner.
The game looks intriguing. The art is really good. Also, I like that it’s unclear where the next “platform” you need to jump on is. Thus, the game leaves you more room for exploration. And finding the correct path feels more rewarding. But there were a few problems. First, the font is quite small, while there is plenty of space to make letters big enough for everyone to read. Second, the Ctrl+arrow or space shortcuts are quite inconvenient for Mac users. They overlap with OS shortcuts, and instead of jumping “through” the platform, you have your desktop switched, or the Spotlight appears. Lastly, The story felt quite sad. This is not a bad thing on its own, but I was playing with my child, and it caused some frustration. When we ran out of time, the game still continued, but the timer showed -5 minutes. At the end of the “runner” part, something strange happened. The gray “house” caught up with the cat, moving from the left, filling the entire screen with the gray color, and the cat fell into the abyss. Is this a bug or a metaphor?
I enjoyed the game. Thank you! Sometimes, it was hard to see whether the furniture was damaged enough. During the second play, the dog was patrolling the same corner all the time, so I couldn’t go there. Still, I won because I destroyed 10 pieces of furniture. Maybe I missed something, but this victory condition wasn’t clear during the play.
Interesting experience and an original idea. The music matches very well with the relaxing pace of the game. I would say the mechanics sometimes need a bit of polishing. On Level 3, it was somehow quite hard to pull yourself on the second row. The direction in which the ball will fly really depends a lot on the minimum change of its position, and if you make it wrong, you have to restart, which is a bit discouraging.
I immediately fell in love with your game! It’s everything: the visuals, the music, the gameplay - absolutely gorgeous. I wish there were a way to save my battle cat’s brigade, as I think I found a way to max the stats rather quickly. If you win the fight but leave one rat in low health, it goes into defense mode for many turns. So you can choose “Special” many times and boost your attack to 40-60 :)
Thank you very much for the game, it was very enjoyable to play!
The gameplay feels polished and gives an enjoyable experience! I like how the mind struggles with weapon selection each time, even though there are only three of them. I’m not sure that I understood what the ‘4’ does. The first two levels were quite relaxing to play. The last was a bit difficult, yet very exciting. The art is gorgeous!
Thank you for the feedback! Tokaido is one of our favorite games too :) It was exciting to implement something like it in a video game and see how it works. At first, there was also an idea to have cards and encounters on the way, but it turned out to be way tooo much for a one-week jam. So, we decided to stay with only a few location types.






