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There's a real wholesome warmth to this game; somewhere between the cute bouncy animations to the lighthearted faces and the thick character outlines there's just something calm and sweet.

However, I found the first few moments of the game quite overwhelming, and quite far from that aesthetic which made lowering myself into it a bit more complex. The strangely laid out menu and the big ol' wall-o-text controlsl were too much for my brain to handle on entering. I think it was made a bit more complex by me not knowing what the "merge" and "drop/split" were going mean in the game, so I immediately forgot the controls and had to go back to the menu... haha. Finding some way to introduce the mechanics organically coul be nice. Not necessarily a tutorial but just some more obligatory progression.

I also appreciated you giving the player agency to choose the music, but kind of felt that by choosing it yourself you could have had a much tighter hold over the audio atmosphere you were building with the game, which in turn would have had a big impact on the gameplay. I think it's also worth noting that the music starting as "off" is a little wierd as that first moment really sells the identity of the game, so the sound should/could be a big part of that :)

Overall a cute style and niice to see how many different systems you put in the game, but really nailing that mood early on and adding a clearer progression would have done a lot for me. :)

Nice review, I believe it joins what others said before, but putting in in different words and with your development helps me draw the lines of the problems with more precision, so a huge thanks!

The overall "organic" part of the game, the learning of controls and increasing of the difficulty is one of the key points I lack today, imo.

For the music, I agree. I would find it very fun to be able to set the whole mood of your game like changing tracks of  a jukebox, and started with this idea with just the main theme. How good would it be to set a new atmosphere (theme, sound, colors and effects) like that? (I know the kind of work it require behind... but I like to dream big)


Thank you :)

I definitely do agree with you there; that customisability through chosing a theme that's accompanied by all those different parts could be really exciting and engaging. I just do think that it shouldn't come with hindering your game's unique identity, if you know what I mean :)

Yes, making the idea fit the game and enhance its identity instead of ending up with a soul-less agglomerate of ideas is the goal ;)