Did not participate in the jam this time around, but kept an eye on the discord and this game was my most awaited one from the jam. Gotta say, did not disappoint! The visuals, audios and vibes are absolutely on point. It has the janks and shortcomings expected of playing a 9-day jam game, but not at a level that causes any problems.
I thought the enemies were where I had previously lost and thought that was a really nice touch until I found out they were enemies I had to slay.. only used the slice button on my last go. woops haha
Another good game from you, Fawn. Loved your previous works too. Keep it up! :)
Xgpmcnp
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Very fun game, great job! the pick-three roguelite format works well with the early game you've designed that's clearly focused around risk and reward. Some additional design work, such as ensuring the player can't just take it slow and riskless, or that heart can't be 0, would really elevate it, but this is a jam and what you've done for the jam is excellent and impressive.
Had a blast and made it to level 150ish, went infinite!
Yeah, I think there's definitely issues with the way we implemented map drawing, repairs, damage and everything. Lots of design ideas that we had to cut some parts or couldn't proper test some other parts. I think it would've been great with road repairs, yeah!
Our artist is insanely skilled, I also fell in love the moment I saw those animations! I'll pass the words :)
I'm not sure yet, I really liked the GWJ but I feel like a longer one would make me work less per day, and I'd end up with the same problem, just over a longer period of time.. and month longs I don't think I can clear my schedule for. But I'll be in vacation right around the GWJ in November, so I might join that one and actually have a loooooot of time!
Thank you! A lot of what you mentioned was in our brainstorm phase, especially unique NPC customers with events, like one that orders something else than a pumpkin spice latte which makes Saigon SUPER happy but once the player brews his coffee and Saigon returns, he's out of the store and can't be served. Cute little comedic events like that! I'd love the opportunity to implement them, maybe we'll put some time into it, but I think it's more effort than the team's willing to do for a post-jam update.
Hopefully the experience we learnt here means fun little things like that are more possible for future jams!! :D
Hi! Thank you so much for playing our game on stream, I'm super excited to watch the VOD!
For your observations, yes, the settings menu in-game is broken! the main menu one works, but yknow, that's just not viable lol. Yes, the dialogue system doesn't lock the player properly either, we plan to likely update this project and refine it there. The composure meter loss you were experiencing was the hidden "combo" mechanic where the more you serve "correct" drinks, Saigon loses more and more composure, and she needs to serve bad drinks! It's not well communicated in game though, so we definitely want to improve the user experience.
Again, thank you for playing our game!
Loved Yakuza 0, loved the estate mini-game, love idle games, so your entry seemed like a slam dunk for me, and I do like it! Fairly simply number go up that feels good to buy stuff in! I do think that money being every 15 real life minutes is just kind of excessive, but its a quick and dirty implementation so I don't blame you for going with that on a time crunch!
I think with some extra work, this could be a really fun short idler I'd throw the usual couple of dollars at!
Very fun little game, the polish is impressive! I kept finding myself pressing middle mouse click to move the camera around, force of habit for that perspective haha!
I do think the camera movement was a bit restrictive, but that's also part of the challenge and design of the difficulty, so I understand. The items being in both new and old places are super cool!
I understand, our game has a lot of dialogue too and I was getting frustrated trying to get all the dialogue I wanted in and finding what worked best! It's difficult when games have such a strong focus on dialogue when you have so little time because dialogue changes constantly alongside the game. You guys did great!
You got me, my wife and an irl friend of mine replaying to compete on the leaderboards, so you gotta be doing something right! The song is great, the beatmap is pretty good, and overall its a good time. I think some cute visual flourish at the end, like maybe showing a bucket full of all the popcorn you popped, and making them be visually different based on how well they were popped, would've been tons of fun!
Very fun experience! I think implementing incremental elements with tree growth and organic village size increases is very original and not something I've seen done very often! I also found myself in an unwinnable state but a quick restart and figuring out the mechanics after, I had a good time all the way to the yippee. Great job!

