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(+1)

I would play this game over and over just because of its art. The concept of pets and the management of pet-related resources is very fun and incorporates the theme very well. Controls are unnecessarily complex though (as others suggested already -- I would either give the keyboard an action button and/or give the mouse the ability to move the character around).

I also had a very hard time figuring both what to do and how to do it. A tutorial, like you discussed in a reply to a previous comment, would be good. But I suspect there are other ways to make the game more intuitive, like adding labels to material bars, or having a different tileset to represent the mind of the pets (now that I think about it... why do I have to enter a pet's mind to collect its poop? :D).

I would really like to see an improved version of this original game.

I'm really ecstatic with the reception regarding the art, it's something I really put a lot into and it just gives me the affirmation that it might get to where I want it one day. The mouse controls also confused me a bit as well at first and I don't think implementing an action button would be too difficult, so I'll take note of that along with labeling which now that I look back on it I have no idea why we didn't think to add that in to begin with. 

Believe it or not though we actually did have assets to distinguish the pet's minds from each other, just not enough time to add them in. (Of course we took the more tedious way and ran out of time haha.) Our solution ended up being putting the pet itself at the start which sort of worked, but more decorations would've been nice and will likely be a thing in the next iteration. 

Thanks to all of the feedback we have a lot of things to improve for future iterations and I'm really happy about that. Thanks for the insight, and thank you for playing! :)