This game is very cute! I liked the intro a lot it was very polished! I liked the humor of the game as well and I liked the concept. The art was pretty solid and had good direction.
If I did have to give some feedback I would say that it does take me out of the game knowing that it doesn't really matter what you draw because they give you money for it. So unless I felt like drawing it, I didn't feel pressured to fulfill any requests. Another thing is that I wish you could paint on the go, like some sort of portable canvas so I don't have to backtrack to the house each time. And lastly the character's drawing requests aren't clear after you leave. They usually request something specific and then the request pops up in the top right but it doesn't say in detail so I would just forget what they requested because there were so many different requests.
These negative things aren't really too big of a deal because that could take a lot of time to implement and I think what you guys had was really solid for a minijam! Great job!
Viewing post in Gecko Painting jam comments
Thanks for your feedback! Yeah I think we checked the box of feature breadth rather than depth, 1. painting 2. "quests"/tasks 3. dialogue system 4. shop 5. item placement 6. inventory system that doesn't reuse anything from the dialogue/shop system. Each system exists in a pretty simple, sometimes fragile state. (the inventory/placement system is pretty spaghetti coded) I think that comes as a consequence of even trying to replicate a surface level of a farming sim is there's just so many tiny systems like that you'd expect, it would be better to have condensed the loop and gone deeper on some things.
I agree! One of the main things people from some adjacent art community friends that played the game was they really enjoyed doing the specific silly tasks. I was surprised, since, yknow, they were more jokey dialogue points and a light nudge to try to go back for another loop to incentivize more cash where the tasks are absolutely flavor text. I think that is a missed opportunity and something I totally agree with, and it honestly would've been more simple to implement. Every request, task, acceptance, waiting text are all disconnected arrays of data and it probably would've worked better as a map of a specific quest that had those related quest bits. I think it would've been better with a more emotional, incentivized connection to that.
Thanks for playing! We're learning a lot with Godot and gamedev in general, it's been a bit! Thank you for your feedback, genuinely!