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Scarecrow and Sparrow's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #35 | 3.464 | 4.000 |
Graphics | #48 | 3.464 | 4.000 |
Overall | #60 | 3.103 | 3.583 |
Fun | #67 | 2.887 | 3.333 |
Gameplay/Design | #81 | 2.598 | 3.000 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What would you like feedback on?
Are you able to figure out what to do next easily and without anything buggy in the way?
What did you update?
Hints for quests are clearer, movement bug fixed, scarecrow tracker, more fixes in our Devlog
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Comments
The intro was nice, beautifully drawn and quite well voice-acted. The game itself has a cute look too and nice music, though I would have the music loop a little faster (meaning, the silent pause between loops felt noticeably long).
With an open world like this though (even if small), exploring around is what many players will typically do. I heard what the scarecrow asked for, but I also just intuitively went about my way hopping around the environment, naturally drawn towards interesting landmarks like the mushrooms, treehouse and airplane. You give me an open playground, I want to go out and play. Only much later did I find the key. I don't think that's bad though, but you might want to consider either a) hiding the key at a more interesting landmark players will quickly feel drawn to (as they instantly grab your attention) b) alternatively, hiding those landmarks somehow (morning fog? fences locking progression? idk) until the key has been found, for natural progression throughout the open world, or c) keeping the key in the field as is, just putting other cool things to interact with at those landmarks, so that random exploration is rewarded (for example: can I interact with the ax, if only to have some little text pop up, can I 'read' some of the books at the treehouse for a funny quote or handy tip, can I pick up random little items like the vegetables purely for the fun of messing around with them?). Or in short: either design a bit more for linear progression, guiding the player towards key item #1, then unlocking more of the world to find key item #2, then unlocking more for #3 and so forth, for a smoother experience; or design more for non-linear open exploration, letting the player go anywhere right away but making that more rewarding by having many interactable and/or obtainable items scattered throughout the world. Either of those can help prevent the world from feeling empty, or the player from not quite knowing what to do or where to go. Hope that wall of text wasn't too much, just some of my thoughts after playing this.
Lastly, I experienced no bugs of any kind, and movement throughout the world generally felt good, control-wise.
Great game! I found it pretty easy to find the things but I played it during the GMTK jam so I remembered where some of the things were.
This is a very pretty game! Amazingly produced intro story sequence w/ great art and voice acting. I liked the music, swaying grass, and the overall storybook vibe.
It was definitely clear what to do, but the things I had to do weren't that fun. With jumping and moving as the only mechanics and every task single step fetch-quest, there is not a lot of gameplay to chew on in this game. Still it was a nice little world to explore for a bit! Nice work!
Thank you so much for checking out our game! I'm glad the storybook vibe came through, that was our goal.
I agree with you on the gameplay 100%, we definitely ran out of time to add any other gameplay mechanics, but it's useful to hear someone else thought it needed more too. Thank you!