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(+1)

Congrats on finishing your jam entry!

Wow, absolutely beautiful production. The art, music, and atmosphere were top notch. I hope your team got to sleep at some point, because this looks like it was a ton of work!

The few bits I would offer suggestions on:

  • The notes that prompt the next level should probably be unreadable, just scribbles in lines or something, and then show the actual message when you click on it. I strained my eyes trying to read the first note before clicking on it because it technically was legible, just very tiny. 
  • The notes/dialogue, while cute, was probably just a tad long for a jam game? It's all in service of building the atmosphere, but the art is working on that, too. I think making the notes shorter (and less likely to be skipped through) and the pre-level dialogue briefer would help the pacing feel even better
  • I didn't really feel like I was challenged until the final stage. The gameplay is straight-forward enough, but doesn't feel like it's providing rules for the player to learn. I would have loved to see something else that made me feel like I had to be more thoughtful on my placement. Maybe pre-existing walls that need to be built around, or different log types that the client-animal prefers (birch vs oak, etc?). It just needs a little more depth

But it's a jam game and no one can say you used your time poorly. This game is still a delight. I just like to try to find something to help provide constructive feedback!

This is a great entry. Keep making games!

(+1)

Appreciate your detailed feedback!

  • Good point! We did this because we were trying to keep the upload size as small as possible, but we could have applied blurring that would have helped in this area.
  • This is the first piece of feedback we got re: feeling like the notes/dialogue were too long!  I personally like the pacing, but I can see where you're coming from, especially if you're trying to just get through a lot of jam games.
  • I agree with your gameplay critique overall; we had an additional mechanic (beaver tail slap) and difficulty settings in mind, but ran out of time to figure out meaningful implementation. We figured it would be better to err on the side of making the levels easy!