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Very chill game, perfect for a break.

When I search throught game jam submissions, I find two potential type of games: lager and bigger projects and great mobile ideas. To be clear: great mobile ideas isn't a downgrade. On the contrary, it shows the ability to create small but smart ideas, perfect for those looking for a fun, catchy and short experience. 

Maybe this one is more relaxing, but still can fit casual player who are on a job break or just chilling in their living room. More precisely:

Gameplay:

- Simple, intuitive and perfect for those who like to maniacally order things. Controls are simple, perfect for a chilling experience. There is a progression system that challenges you to get the best score to move to the next level, something perfect for game like these. Maybe the balance isn't perfect, but I will explain it better on the "level design" section.

In the end, with this kind of gameplay, you can create a tons of level, and maybe some extra "power up" or "downgrades" can make the gameplay less repetitive. I've seen something in the "city level", where some placements could be very problematic, but I think there is room for improvement.


Level Design:

- Here comes one problem: I felt no difference between the dinner table and the room. On the contrary, I've found the room easier than the table and it kinda disguided me on the gameplay. 

First, at the table, I've understood one thing: similar things nearby = good, different = bad. So I've tried to put the food with the food and the "breakfast" with the "breakfast". Then I've moved to the room and I've just smashed things on one corner, creating the perfect unlivable bedroom. And I've won very easly. 

Then I've got to the city and... oh boy, this was litteraly on a different level. Here the table rules came back and harder. In the end I got it, but I think the second level, "room", should be balaced better, to be the perfect link between "table" and "city".


Graphics:

- I can't say much, most of the game is based on imported 3D assets (well chosen, but not crafted by the team). But I can say one thing: the screen indications (points and wrong positioning) are very clear. I don't get why there are negative point when you can not place an object, but still, graphics work.


Music:

- Nothing to say, a perfect and chill background for the game. 


Relevance to the Game Jam's Theme:

- Not bad, but I think the "grown" part is a bit forced. I get the idea of "bigger palces", but it's something that affects only the level.


Still, I've enjoyed playing this game.