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A jam submission

Pomao's QuestView game page

Help Pomao get home, among other things.
Submitted by PricklyPearGames (@ColeDitzlerOnTw) — 2 days, 22 hours before the deadline
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Pomao's Quest's itch.io page

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Comments

You have some interesting platformer mechanics. The character controls using tongue and eggs works well.

Level design could use some work. Its hard to tell where to go and sometimes you feel like you're going the wrong way when you're not.  Landmarks of some sort would go a long way towards fixing this. There's also a lot of hallways and flat platform after flat platform.


Dialog needs some sort of indicator that tells you when its finished. At first I would read the first line and walk away thinking that's all there was.


The king of the targays needs some indication when damage is dealt besides shrinking. I wasn't sure if the eggs were doing anything.


Overall it's not bad, I was intrigued by your game's style and enjoyed learning your games mechanics, but I feel with some better level design it could be much better.

Submitted

Ate thousands of fruits and hundred of enemies on a few different levels. It's a strange game but I hope that's what you want it to be. I like that you can control Pomao's tongue, it lets you go faster and climb and everything. I would be lying if I didn't say eating everything is actually fun and satisfying in a Pacman kind of way.  There are a few things that beg questions, like why is there so much fruit? Why are there so many enemies? Why are the levels layed out like so? overall cool and quirky and I'd love to see a real linear story with levels in sequence. 

Submitted

Ok kinda weird, when I played this thru the itch.io app I could use my xbox controller but got no music. Then I played on Firefox and got music but no xbox controllers.

Love the game! The tongue movement is fun. I got to the level after the jail but then fell to the bottom. Once I fell I didn't want to do it all over again.

Submitted(+2)

this is an intriguing game and seems very accomplished in what it's trying to do. it's not pretty, but extremely consistent in its usage of textures plastered all over the place, mixed with eclectic music (that sometimes fails to loop for what feels like a whole minute, adding some flavor) and occasional fancy creature made of multiple parts. mechanics feel janky, but at the same time finetuned for what they are trying to do. there's clever gameplay hidden behind the chaos of jittery movement. i wish there was some more consistency and natural flow to potato's actions, though. a lot of them seem to rely on naturally occurring overlaps between the terrain and the tongue, often resulting in timing windows too tight to keep the actions consistent, as walls like to kill all of your momentum in a blink. i think even something as basic as speeding up the tongue animation would be a good start.

what is really dragging the experience down, in my opinion, is the level design. it's all over the place and generally directionless. perhaps it feels right at home when you've seen the stage layouts in their entirety, but in the field of view the player is given it takes some trial and error to get around and with how visually monotonous some levels are, it's hard to keep playing. i think putting some dumb clue arrows around and cutting back on the parts where a fall sends you back several screens would help the game as a game and not an experimental piece of art by a lot.

another thing that irked me was the dialog system. too many times did i walk away from the transmission of pomao's brother in the tutorial level because i tried to find the button to speed up the text and ended up resetting it all over. a skip button would go a long way.