Nice. Thank you for the link and the tldr. I especially like how simple the playback solution seems to be, at least in writing. I’ll probably need to practice them outside of game jams though haha.
wzwy
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I like how simple and intuitive it is. The music is great. The sprites are simple but they communicates what's currently happening quite well. I especially like the transitions between stages; really cool.
I don't tend to play platformers because I'm bad at it haha but the game is simple enough that I can at least pass the first stage.
Thank you for the feedback. I truly appreciate the honesty.
To be frank, I don’t find the game that fun either haha; I tested it a few times but I don’t have the desire to play it again. I was so focused on making the game as simple as possible within the limits of the theme and my skills that I didn’t even ask myself “Is it fun?”
I had a lot more ideas planned like growth curves, more monsters, monster evolutions, monster spawners and towns you can manipulate time with etc but I had to remove all of those features in favour of actually completing the game. That means focusing on few core features that I can actually complete: simple fixed loop-hero ish movement, age manipulation spells and lifespans.
Anyhow, “making a game fun and interesting” is definitely something I need to put more thought into my subsequent games. And it’s thanks to you that I came to that realisation so I really appreciate your honest feedback.
No worries.
True, it’s very common for us game devs to assume things are intuitive partly because we have inside knowledge on the game. I read the book ‘The Design of Everyday Things’ and one important point in it is most if not all designers, game devs or not, experience the same challenge as well: the model in the designer’s head is not the same as the user of the product.
Then again, I guess commercial games have the advantage of being play tested before released to the public while we don’t have that same luxury lol. It’s only after we submit our game that we would receive feedback unless we share it with someone else before submission.
Sorry, that’s just me rambling.
I hope you’ll keep up making games and have fun along the way.
Such a hilarious game! I really enjoyed the writing. I was looking forward to visiting 70s so hopefully you and your family will be able to finish it one day.
My only niggle is the window scaling might be off hence why the actual game doesn't expand to fit the full game window. In Godot, you can set that in the project settings. Oh, and the magic freezer dial also needs a hint for the control; I thought I needed to click but it turned out I had to click left and right.
Thank you again for building and sharing the game. We need more lighthearted games in this day and age.
I really like the minimalist visuals of the game! I never thought you could make a variety of objects with simple pixel sprites. Music and sfx fit the game well too.
Gameplay was a bit confusing to me. In the first scene with the computer, I was a bit confused about what to do until I pressed E. It might be a good idea to show the controls in that scene and put them away after a few seconds or in the next stage. I was also a bit lost in the early game with the tree but once I figured it out, the subsequent stages were easier to finish. Some games add hints when the player is stuck at a particular point for too long, so that might be something to consider especially when you have player like me who is a bit slow and appreciate some guidance occasionally haha.
I have some trouble fighting the spear enemy too. The map is small and because my reflex is so slow, I wasn't able to maneuver and fire my arrow fast enough to kill him. And when I died, needing to start all over again does disappoint me. I wish we had a choice to start from the first stage or go back to the previous stage. Then again, for context, I don't tend to play games that requires reflex and real-time action so that fact colors how I view the gameplay; most people probably won't have the problems I have.
Though, I am intrigued by the concept. The game oddly enough reminds me of those minimalist/incremental games where you start out simple but opens up gradually until it becomes more and more epic and grandiose. I really liked having that feeling when I play your game.
Thank you very much for making and sharing your game.
Hi there, thanks for the detailed feedback.
You’re absolutely right about the poor balancing. I had given balancing zero thought and I put the growth rate arbitrarily without thinking of how it would actually play out. That goblin started at 0 age while allowing generous mana generation is definitely an oversight and exploitable as you said. If I had more time, I might have balanced it but I’m also quite the slow person so I had to sacrifice balance and opted instead to actually create a game that sort of work.
One of the ideas I had to scrap is there’s an age tier so someone’s who’s younger will have a higher growth rate while the elderly will have slower and perhaps negative growth rate even.
Thank you again for the feedback. It was really helpful at helping the game and me improve.
Yeah, as the day progresses, the characters age up too like in real life. There’s a flow of time in the game and each step/combat takes one day.
One challenge is the hero will die at 100 days old so using the Age Down mechanic can prevent that from happening. The goblins have half the lifespan and you can try to increase their age beyond their lifespan or lower it below 0.
Sorry, can you elaborate?
Did I do anything wrong?
EDIT: Oh, maybe I didn’t read the content guideline of the jam properly:
Keep games appropriate for a general audience. Mild blood and gore is fine. No nudity, no triggering topics.
If there’s something that’s actually triggering you and others, I’ll immediately pull the game out of the submissions. It’s my mistake for not reading the rules and I apologize and will make sure to read the rules properly next time.
I really like the hand-drawn and charming art. And the background music really elevates the mystery and feeling of lost (though the character is smiling all the time; he's an optimist I guess haha).
Though, I was enjoying the experience but I got stuck at a place where I was supposed to click "E" but nothing happened.
I didn't expect a platformer to come out of that prompt, but you managed to do it in your creative ways (if I were the one who got that prompt, I would be stuck with making a point-and-click game or a visual novel).
I managed to get to the part where the hole opens up but then find myself stuck lol. I saw from the comments that I need a pair of high bouncing shoes so I'm glad to know I actually missed things.
I also like the calming music and the boy (girl? genderless mushroom/fungi?) fishing on the crescent moon is a nice touch (which I think is a reference to Dreamworks).
Thank you making the game and I hope you'll keep up the good work.
The dialogues are very funny! I didn't expect that; I thought it was all going to be cerebral and serious and stuff.
Yeah, as Remoraki mentioned, having more feedback from our actions would be nice and can make the game feel more rewarding on top of the accumulation of score.
I really enjoyed my time playing your game and I hope you keep up the good work.
I really enjoy the aesthetics and music. I felt claustrophobic and being stuck in a small space with the enemy made it even more nerve-wracking; plus, the fitting music made me want to escape but I know there's no escape and the only path forward to kill the enemy. It's exceptionally immersive.
I agree that the controls do feel experimental and I have no clue what I'm doing lol except trying to run away from the hostile knight.
It's a great entry and probably one of the few games I've played that delving into the abyss feel like one.
Hi there, found your game on Reddit. Here's my feedback:
1. The control screen uses white text with transparent white "image" on top of a black background. Poor contrast so difficult to read.
2. I like the UI elements. But the font probably needs to be replaced with a font that melds well with the style.
3. The cute animal following the player is too shy haha. Maybe make them follow the player from the left or right so that it's easier to see them.
4. Cancel button when choosing an attack should probably be at the left or right edge , or at the very least not on the same row of the other attack buttons.
5. The time delay between turns should be a little bit faster. Or maybe add a sound effect so it doesn't feel like the delay is too long.
I played until I got Origin.
Hopefully that helps.

