No sounds, spent the whole jam coding and play testing lol. You should follow my itch account, I’m definitely planning on posting some updates for the post-jam version. I have a lot of ideas lol
zacharyisnthere
Creator of
Recent community posts
I started sobbing laughing at the "I should focus more often"
I love this game, the branching paths and side quests were a ton of fun!! If you do a post jam version, I think I'd suggest a journal or something you can open that keeps track of things like "Mr Tulip is missing his dog" or stuff like that so the player has some extra direction. This was a ton of fun though lol, awesome work seriously
This was really fun! I liked the ecosystem a lot lol, though it use some more depth or some more telegraphing as to how the system is working. There were a lot of times where I collected extra nectar and I didn't get any more bees which was odd, and there were a lot of flowers that I couldn't get to because of all the pollinated flowers on top of them. Maybe if the selection cursor prioritized the hole first, fresh flowers second, and pollinated flowers at the very bottom it would feel better?
I really liked the vibe of controlling a little swarm of bees lol, it was a really fun concept! I liked that the flowers multiplied when we pollinated them.
It was my favorite thing in playtests seeing the players have that click. I think if the ghosts looked more like the player it might help speed that discovery along a bit? Idk, I'm really glad you had fun with it! I'm working on fleshing it out for the post-jam version, so check back in eventually lol
Yeah, it felt like classic up-down-left-right controls was giving the player too much maneuverability. I wanted to incentivize thinking before making a move (which also means I should probably up the time limit a bit?) so I went with the asteroid-car-controls that force you to commit a little harder to the route you're taking. I also think it telegraphs your direction a bit better, which makes it feel a bit more fair dodging your shadows in the future.
The time critique is a good one, I got used to playing with the controls so I thought 6 seconds was good, but you're right the main challenge of the game should be dodging your past selves which should allow for a more methodical play style. Lean into the puzzle aspect.
And yeah it looks so bad I'm so sorry lmao, I'm working on figuring out an art pass with some better aesthetics soon.

