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(+4)

I'm not sure how easy this would be with the program you used to make the game, but this game could really benefit from having a save file so you make a list of all the endings you've gotten in the past. The game just has so many endings it's really hard to keep track of which ones I've unlocked and which ones I want to try to explore next.

I'm suggesting to add a save file solely to have a tab where all the previous unlocked endings are. Even just a little icon of the ending with the letter ending next to it would be super helpful (you could just use grey question marks or something for the ones that players still need to find). You can also maybe add a description of how you generally get to the ending if the player clicks on one they already unlocked? I'm not sure if that would take away from the experience though.

(+1)

That is an interesting thought tho, never exactly thought of that by how short this game is. Tho not sure about the implementation if whenever it would take away the experience. Would making a written/drawn guide (a pdf maybe?) would help? (Maybe I can slip in one or two illustration as extra, who knows?)

Sort of like- instruction manual yunno? What do you think? :0c

(+1)

Sorry about the upcoming wall of text.

First thing I'd like to mention, is that your game is more "small" than it is "short". Even though the premise is simple and runs are only 1 minute long, it does take some effort to find a good deal of the endings. I spent about 40 minutes on your game and didn't find all the endings (which is good because I was having fun the whole time; the unknown endings gave me a reason to keep playing).

It's small in the sense that the scope isn't very extreme, you just click buttons for one minute and then read and look at cool art, but not short because finding those endings can take some time comparatively.

When I played your game, I ended up keeping track of the endings I had previously gotten on a white board. I just wrote the letter, the name, and a quick summary of what I did to achieve it. I did this because it was too hard to juggle my previous endings around in my head because eventually I had gotten probably like 15 or so of them. It was hard to remember what I did in the past and was hard to think of new ways to proceed.

That being said, I do believe me taking notes is probably a lot more than most people will do. I imagine a lot of people who play the game will just try to cram everything in their head and then eventually stop because it's too hard to continue. This is bad because finding the endings in your game was really fun! You should do everything you can to encourage players to keep searching for endings. Your game isn't challenging at all, so I think players not knowing how to continue will serve more to frustrate them rather than make them feel more rewarded by challenge. Homegrown Pet is essentially the opposite of a 'rage' game like "Getting Over It With Bennet Foddy" or "Cuphead". This is just my own observation about your game though, so I'm not sure if other people will find other aspects more enjoyable or play the game differently than I did. These frustrations the player may have is arguably their own doing, but in game design any frustration for any reason is bad. I do think they're really really light frustrations, maybe frustration is too strong of a word, but they're not good nonetheless.

So essentially what I had in mind was a way to give everyone notes because they probably won't do it on their own. More specifically, a non-intrusive guideline to keep the player organized. Like instead of having a how to play screen at the beginning you could have a home page with a "Play/Start New Run", "How to Play", and  "Previous Endings" buttons for example. When you click the "Previous Endings" button, it shows you 21 boxes with their letters next to them. The ones the player has never gotten would be gray with a ? icon, the ones they have would have some other icon. Like maybe a picture of a book for the bookworm humanoid ending, or maybe even just a zoomed in picture of their face for example.

Keep in mind all of what I just said is extremely hypothetical, and mostly just what I would personally add. Everything is completely at your discretion.

I suggest this for two main reasons. The first is obviously to lessen frustrations of the players, but secondly is to give the player a tangible reward. If the player can physically see an unknown ending and then see it filled in later, they will experience a sense of reward for their time and effort spent searching for that ending. It's also just really satisfying to complete a "To-Do List", and it gives the player a reason to become a completionist.

You could make a written guide for the players, but I personally think that would be overkill. At least if not done correctly. I'm assuming you mean like a complete answer sheet to all the endings. Part of the fun comes from finding the endings yourself, and if you have a resource that tells you how to do that it would just become pointless.

With these kinds of games it's inevitable that some people will look for, and find, the answers somewhere online. But you giving answers is different. People going online to find answers is 'cheating', and they know that. But when you give it to them it's 'part of the game'. This would encourage people to find the endings through an answer sheet, which makes the game less fun, and then blame you for making the game unfun.

Kind of like if someone uses wall hacks in Super Metroid they're the only person to blame for making the game unfun, but if the developers gave you a gun that one shot everything it would be the developers fault.

With all that being said, I do think a guide like this implemented correctly could be completely fine and even helpful. As long as you are very adamant about the guide you made being external from the game itself, it should be fine. You could post a guide online or something, just probably not accessible within the game.

Lastly, keep in mind that I'm just one person. These are all my personal observations and I play and enjoy games in my own unique way. I tried my best to think of what's best for your average Joe, but I could easily have missed some important insights that others wouldn't have. I hope you listen to what I have to say, but I also strongly suggest you get other insight from more people too.

Your game was really fun and I had a blast playing it! Keep up the good work.

(+1)

I agree! This game was so cute and fun! I really enjoyed it, even though it's super simple in design. The effort it takes to achieve all endings makes it very replayable! Honestly, I definitely recommend it, whether you're looking for a quick play or going the completionist route. Simple gameplay, fantastic art, very intriguing characters and story! A good game for sure!


Since it was a short project, I expect you won't come back to it. If you ever decide to, though, I agree with Matt10y that a few simple additions would make it more enjoyable; number 1 being a way to track your endings. 

1) Tracking Endings - An additional space to view which endings have been found. This could be as simple as a list of the letters and a way to mark them off as they are found, but the best/more complex option would be more along the lines of what Matt10y mentioned. I would love to be able to replay just the ending from that page, too, since some of the endings are very similar, with just a few dialogue changes. Not sure how difficult that is to code, though, so I don't wanna press the complexity too much.

2) Menu/Homescreen - being able to start the game, see endings you've collected, and view the How To Play instructions. Pretty simple in theory, but would add a layer of quality to it. 

3) Skip the instructions - considering how many times you have to replay, a skip button or (even better) a how-to on the main menu seperate from the play option would ease some of the tediousness when looking for those few elusive endings. Not a huge deal, since the instructions are short, sweet, and cute, but I think it would really help up the game to a more 'professional' level.