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(4 edits)

I'm really loving what I'm playing, the game is gorgeous, the scenario and dialogs are really good, especially for a jam game... but then there is one design direction that is infuriating to me and makes me wonder what the hell happened to you guys, when everything else is so polished and smart.

The freaking healing mechanic.

It just makes absolutely no sense. The fighting mechanic is fun but it's hard to understand (I had to read through the comments to get that you first see anticipations and then attacks). The thing is that once you understand it, you may very well already have healed a lot after losing a bunch of battles.

And at this point you understand another mechanic : the healing can once empty stays empty forever.

This makes absolutely no sense, it means that in a game focused on narrative, you're now doomed to finish every single fight with a single health point.
I'm fighting the Plant boss now and she is hard as hell. Inputs are dropping left and right and it's driving me mad because I love everything else, I want to finish the game and leave with a good impression but this is definitely impossible now.
A simple fix would be getting rid of the healing mechanic entirely, replenishing the player's health to the fullest after each defeat.
Otherwise it's a damn good game as I said, the initial block pushing puzzles are cool, every character is super endearing, the spritework is phenomenal... I just wish the game didn't start hating the player midway.

Edit : restarted the whole game just to not empty the health can, made it all the way to the Plant Boss, still had to empty the whole can ^^" luckily I managed to beat her right after that ahah. Still kinda pissed :D

(1 edit) (+1)

Congratulations on finishing the game!

Honestly we approached the health restoring from every angle - make it so the oasis heals you (it should, it doesn't, it's bugged) - make it so there's an NPC that always heals you back to health in the kitchen (this felt clunky) - the only area where you can heal back up after defeat is with the banana and that was hastily patched to just send the player back to the credits screen to prevent a crash on failure.

Everything is very much held together with duct tape.

What never occurred to us was just auto-healing the player and getting rid of the can entirely. That would've saved us so many issues. Unfortunately by the time we were discussing it we had half a day left and all the dialogue to write.

We hope you enjoyed the game. Lance is looking over the code to do some post-jam fixes, and I think your feedback of just healing the player will be useful.

Thanks for playing and your thorough feedback!