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(1 edit) (+1)

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.