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It's a bit confusing to play, I'm not really clear what I should be doing or why. I can enchant seeds, but nothing seems to happen when I do, and the dialogue doesn't seem to explain my goals either. The house moves and can cause players to fall to their death or get stuck without any ability to fix anything. The first time I spawned I landed between two rocks and had to relaunch the whole game. 

But still, the vibe is solid. It's pleasant to exist here, the music is nice, the art is pleasant and colorful, it's a very welcoming world. Programming all seems stable as well, I didn't run into any glaring errors or missing features. Overall, I'd just say it seems like you needed a game designer on the team to help the artists and programmers, but everyone who was there has done a great job!

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Hello! Designer here. To clarify, the seeds grow, and help fill up your magic as your house passes them. 

It was my choice for the text in the dialogue box to be more conversational and less directive to add to the laid back atmosphere, but each part of the text that shows up in the world gives subtle hints for how the game mechanics work such as "When my house passes this tree, it will harvest it's magic" after you enchant a seed. 

I would have loved to add more UI visual indicators to make things more intuitive, but the text box was the best tool I had for this jam.

For the design, I went with a philosophy of super accessable, but with some amount of skill growth allowed. The game never punishes you for any failures or mis-timing a jump, and is ready to pick you back up (literally) at any time of need. 

I do regret the physics a little, and the occasional soft locking, but the house always seems to fix you as it passes.

I'm glad you liked the vibe, I think the artists and composer really thrived with this theme.