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Easy Godding's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Technical execution | #1 | 5.000 | 5.000 |
Storytelling | #3 | n/a | n/a |
Stability | #3 | n/a | n/a |
Audio | #3 | n/a | n/a |
Originality | #3 | n/a | n/a |
Graphics | #3 | n/a | n/a |
Gameplay | #3 | n/a | n/a |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
it's a nice relaxed crafting experience! Smooth UI, nice music. It's kinda subgenre of god games.
Here my thought while playing:
- A lot of things to combine! Amazing
- weird very specific things
- other more logical things
- funny & interesting quotes
- I felt that I had kinda got all of it and thoufht okay that's a cool idea, in a nice little game. Then I'll go to the menu and it says 20% overall? Wtf!? Mind blowing! The game is huge!
- no idea if the categories of things matter?
- after some progress there are so many things to combine, I ended up to use the hints very often
- I didn't want to use them, but it got kinda overwhelming with all these possible choices.
- also scrolling though the whole list can overwhelming
- some kind of subsection might be useful, epoches or something
- after a while I wanted to kinda interacte in a different way... Another mechanic would nice, but no idea what... I guess it's a question of start, mid and end game? How should the game and interaction progress?
- cranking to squeeze didn't seem to be also working consitently, I had put down and pick up once a while to be able to squeeze again
Also:
- And why can't i combine the rocket with space or at least the moon??
- stick + stick gives chopstickes, of course! What kind of cruel god are you? :P
- Also i demand there is a way to get sushi! And noodles, and soup to get ramen! I guess I have to make another game: "Ramen Maker" to satisfy my obsession with japanese food :P
Thanks for the great feedback Dom!
I am adding the following features in the next release:
That should make things a little easier in terms of searching for new combinations.
I will look into adding suggestions in the header in a future release (e.g. "How about trying to make 'Tonkotsu Ramen'?") which the player will be able to control in terms of frequency or just turn off.
I also want to figure a way to get the player to the clades screen from the main game, or suggest for them to go to the main menu so they can visit it. That screen is interesting to me, I wonder how helpful it is.
I originally had an idea to have a currency where you get more of it for creating elements and for squeezing them, and then you could use that to buy the hint ideas from the menu, but it seemed redundant after I made it so the player could just reveal them themselves. I'm not planning any other mechanics for late game, but one of the original ideas was to fill in parts of an animated scene as you progress, as a reward. That was how the clades viewer was supposed to be but there was no time to do the art, so I made it just orbit the clade members around the clade name.
Oh my mistake, I already released those features. Haha. Well, get the latest version and try them out :)
Have only had time to play with this a little but I really like the vibe! The UI is lovely, all the controls all make sense and feel good, and it's fun getting a little surprise with what element is going to come out of making random combinations. I particularly enjoy the music and the little quotations that come up, it gives it quite a meditative feel that weirdly almost puts me in mind of those little "tao of pooh" type thought books. Very nice!
Thanks so much for playing! I'm glad you liked my music - it's the first recorded music I've made in a very very long time. Can probably count the rest on one hand...
Some of the quotes are outrageously idiotic, some of them are completely irrelevant to the active word, and some of them I just liked. Some of them are from music I like.
Been playing a bit more of this and I kind of want something extra involved in the puzzle, if only to avoid the desire to just randomly try combinations of things. Though I’m not sure what would help.
I've been thinking about this a lot. It is the main reason I added the clades viewer. So you can see little sillhouettes of things that you haven't yet created that are related to what you've already found. But I couldn't find a way to make it accessible easily from the main game, so currently you have to go to the main menu to see it.
I also am planning a hint feature (which players can disable in the options menu) that suggests a discoverable element name in the ticker tape if the player hasn't made a discovery in X minutes, or every so often if their rate of discovery is lower than Y discoveries per minute.
The clades viewer was originally supposed to be full images or vignettes with the undiscovered elements as parts of the image, but that was too much work for the jam. I also kind of like the oribiting elements, it's pretty funny. But maybe less helpful / interesting to look at / rewarding.
Feels like I have more power than the master hand from Smash Bros! Holy cow there are so many elements, it's crazy! Started off only expecting serious elements, but then some silly and interesting ones come into play. As others have mentioned, the crushing of an element with the crank feels very satisfying.
"Nice trees."
Thanks Fev!! I am indeed a big fan of trees!
Very nice! The interface is quite satisfying and I find the humour and presentation are great. I’m intrigued if there’s an end.
FWIW I played it in the Simulator and did a
playdate.display.setInverted(true)
to play it with a more contrasting dark screen.Thanks dude!!!
Inverted screen sounds like a good shout... I did wonder if I should do that. I wonder if just having a black backdrop would work - all the icons are white outlined.
I have to say there currently is no "ending" beyond 100%ing all the clades. I need to do some fireworks or something... but not in the next 25 minutes. lol
Black backdrop sounds ideal. I really enjoyed how much of a curveball this game was. Unexpected but I love it!