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A jam submission

EldyView game page

Adventure
Submitted by FmladGames — 5 minutes, 12 seconds before the deadline
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Eldy's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#64.0004.000
Concept#243.1433.143
Overall#312.7502.750
Enjoyment#402.0002.000
Use of the Limitation#441.8571.857

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
1

Software used
Affinity Designer, Unity, Audacity

Use of the limitation
Resources become much greater, escalating the chaos of juggling lots of resources.

Cookies eaten
0

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Comments

Submitted(+1)

Great visuals, but there didn't seem to be all that much in the way of gameplay. I liked the trading aspect of it, but I wasn't sure if there was something I was supposed to be working towards or just trading.

Submitted(+1)

Hey good job, to be honest this is the best looking game jam game (which is great!) but a I think you have realised, comes at a heavy cost (of time). I could see you taking this game further.

(+1)

“Beautiful graphics, but a bit confusing”

The visual style of this game is really appealing; the graphics are beautiful, and you can tell that every detail was carefully crafted. That said, I have to admit that at one point, I got a bit lost trying to understand the main objective. I also found some bugs with object collection, and on my ultrawide screen, some things didn’t display quite right. Even with those details, it’s impressive to see how much progress one person managed to make in just two or three days; you can tell there were a couple of sleepless nights in there.

I’m barely getting started in the world of game development, and although I have around seven years of experience in frontend web (and some other tech stuff), I’m still amazed by what some people can do alone and in such a short time (especially in this area, which is so multifaceted and where everything can take ages to make and polish). With the style it has, I think the game has a lot of potential, and with a few tweaks, it could turn into something really interesting.

I liked it, keep it up. It was a great job.

Submitted(+1)

this is insane game for 72 hours!

I can't imagine how much effort went into making the game look this good! UI, interaction, characters. Everything is at a high level.

Developer(+1)

Thank you! It’s packed with art assets, though there isn’t much gameplay depth.

The polish really elevates it, making it look more substantial. I’ve tackled similar projects before, so I had a clear approach from the start, which helped me use my time efficiently—until I hit a few bugs. By working quickly and combining sketching/tracing, UI animation, and Unity terrain creation, everything came together pretty solidly.

In hindsight, I wish I’d added more features, like combat or a small narrative, beyond just harvesting. But that’s how game jams go! I also spent a lot of time on sound design, though some effects didn’t come out as well as I’d hoped.

Game jams make it impossible to fit everything in, but each time I work to maximize my time and refine my efficiency. This is definitely the best-looking game I’ve created, especially in terms of illustration, since I focused on that aspect more.

Thanks for stopping by and checking it out!

Submitted(+1)

yea, I agree with you about the game jam, but on the other hand, the good side of it is that in a couple of days you try to make a full-fledged game and each time you get better and better.

Submitted(+1)

The visuals are super professional the UI is so clean good job dood.

I could not figure out how to get water, Interacting with the water did not seem to work for me if that is it. The chain to get to the end seemed pretty flexible with multiple routes but it was hard to keep it all in my head.

Something I would think would be very nice for this is some sort of timer to show how long each day/night is in the top right. Given the quality of the art and everything you included I can see how there would not be much time for that tho.

Great stuff again!

Developer(+1)

hanks, Prinni!

Looks like I accidentally set water to be harvestable only during the day when it should be available both day and night. I agree that even though there are multiple trade routes (originally, there were two additional vendors), the process can be pretty time-consuming. The day/night cycle used to be longer, but I didn’t have much time to playtest and fine-tune the duration. I started working on a UI to adjust day/night length, but again, time ran out.

I faced quite a few challenges, and memory management turned out to be a big hurdle toward the end. Thanks for playing, though! Clearly, I have a lot to learn about optimization! 😅

Submitted(+1)

Graphics are really really good, but I agree aswell about the lenght of the game and the suggestions proposed below.

Developer

Thank you!

I initially went into the Jam aiming to create a simulator-style game, but the final result ended up quite different. The gameplay itself is pretty minimal, with not a lot going on, and I didn’t have much time for playtesting—most of the balancing was theoretical. I agree that it can feel a bit lengthy and artificially padded! It’s really more of a walking/trading simulator.

I’m pleased with the atmosphere, especially the daytime scenes! Visually, it came together nicely, even if it feels a bit mundane to play—more of an experience than a game. I do wish I’d had more time to add elements like combat, though it would have meant sacrificing a lot of what’s here now.

But that’s the nature of game jams! Thank you for playing!

Submitted(+1)

The artwork is excellent, but the entire game process is somewhat lengthy. Perhaps reducing the amount of resources exchanged could slightly speed up the game's pace.

Developer

I completely agree with you about the process feeling lengthy and a bit artificially padded, especially with the short day/night cycle.

This could be adjusted with some balance tweaks, but I feel like it really needs something extra to make it more engaging. I’d considered adding combat, but unfortunately, there just wasn’t enough time to include it.