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You guys really REALLY nailed the ambiance in this. Adorable art style, great looking backgrounds, chill music (appreciate the live guitar!) and really clever design with the back yard looking like a ship before it turned into one!

The dialog, while short, also had a lot of personality to it! Leaf's 8 and a half line really made me smile, as did the "ghost wizard pirate (etc) captain) line! Well done with that!

In terms of story.... it's definitely a great idea! But as it stands now, I feel like it could use more fleshing out with characters. Shelly and Leaf are both great characters, and the result of their friendship at the end was really sweet. However, I feel like there were some missed opportunities to build that friendship naturally at the beginning. Something to really convince the player on why they are good enough friends to go on this journey together.

I think a good solution for this would be to have more banter between Shelly and Leaf. And the back yard ship would be a GREAT place for that! At the moment, the wheel and flag moments (which are so clever by the way!) are introduced either through instructional text, or very quick, out of context conversation. They introduce the mechanic, but not Leaf and Shelly's connection to it. Instead, let your imagination run wild and let the entire encounter be run by Leaf and Shelly's roleplaying conversation. 

For instance with the wheel.

Shelly "Arrrggg, that there be my steering wheel, but ALAS it was eaten by the mighty pizza monster.

Leaf "A pizza monster! We must seek VENGANCE for your fallen ship!

Shelly "But alas, how can a ship seek vengance without a wheel to steer.

Leaf "Leave it to me and my MAGIC MARKER.

Something like that! It's got a lot more personality than the instruction box, proving a lot more of an immersive environment and building the friendship of Leaf and Shelly with just a few lines!

Also... if you were to extend the gameplay... it might be interesting if Leaf and shelly had to go on a "Hunt" throughout the yard to find what really powers the ship. Barko was a great idea, but it was a tad anti climactic that the solution and everything leading up to it were already in the backpack! Making it a treasure hunt to find could be a really fun idea!!

So yeah! All just little suggestions to make the strong story concept just a bit stronger. But all in all, you guys did a lovely job creating a game with heart and charm! Keep up the good work! Can't wait to see more projects from you in the future!

Well done!
-Sasha

Thanks so much for all the feedback! We definitely started development a bit late into the jam that made writing a bit more rushed, which is why the memorable bits (the pizza box and the lunchbox) felt out of context. However, we hope to update the game with more characterization like you mentioned. I really like the "pizza monster" line suggestion! 

With more time toward the end, we were going to try to make a narrative of Leaf helping Shelly to sail her ship off, with Shelly being a bit more "unreliable" by asking the player to go off into the deeper, creepier parts of the forest and retrieve some of her "ancient treasure" after the ship sets sail. With the time constraints, we settled on a less creepy, more immediately wholesome vibe going on. I'm hoping I can convince the team to go back to writing some more of the unsettling parts.

Using the rest of the yard as sort of a scavenger hunt is a great idea! We used this jam to test out building an inventory system, but unfortunately we only had time to hide one very missable item around the yard to pick up. I agree that a better introduction to items via actually having to pick them up would be more effective, so we're hopefully going to be able to put that in going forward.

Thanks again for the feedback, and I'm glad you liked the bits that are there! Our artist (fishchiesa) did an incredible job of making the atmosphere feel as charming as it did, and I hope we'll be able to really cement that feeling into the narrative moving forward :)