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Wow, your team has something really special here! I noticed that another commenter made the Katamari Damacy comparison, so I won't dwell on it too much, but there was a really special unscripted moment that occurred about midway through the final stage that was reminiscent (but not a copy!) of Katamari's secret sauce. Up to that point, my character's growth made me more and more cautious of hazards, as I was becoming an increasingly bigger target. But once I was a screen-filling monstrosity that could no longer avoid anything, I stopped being mindful of bullets, as they no longer stood between me and my bottomless appetite. I had simply become too powerful to care.

And this is to say nothing of the detailed and cohesive art direction that would be worthy of praise even in a commercial release! The contrast between the harmless little guys that get deleted by the dozen and the menacingly-detailed agents of death from above gave visual clarity to the chaotic action. I also liked how prolonged the anticipation phases were for the hazards, as they created moments where I had to choose between running to safety or risking another snack before fleeing.

The only hiccup in my experience was my own damn fault, but I'll mention it anyway. WASD movement is explicitly tutorialized in-game, but pointing and clicking to eat isn't. Had I read the instructions on the game's page, this wouldn't have been a problem, but I still think including one more line of tutorial text could be a good idea. At first I thought the goal was to lure the bird into eating the ground critters, but it didn't take long for me to realize my wrong assumption and put a hand on my mouse. It clicked within a minute, so again, very minor gripe. Awesome work to everyone involved, and I'm excited to see what you cook up next time!

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thank you so so much for the really in-depth feedback!! that was so sweet and cool of you!!!! we tried to really focus on the feeling of being powerful overtime so im glad it translated!
also the mouse feedback is SO valid, i got it a few times and 100% agree, we'll add a line or illustration to indicate the mouse when the jam's over! i think what helped with making the big enemies so detailed is that i didnt have to animate them which allowed me to go really hard haha

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I was more than happy to give my thoughts, you clearly worked very hard and I had a great experience. I should be thanking you!