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(+1)

I went in looking at the cute protag, cute granpa, cute little bow and scarecrows, listening to the great music theme and enjoying the pastel palette... 

then all of a sudden I've got ripped to shreds by billions of cacti and needles, stuck in unescapable corridors, faced with a 5 pages pause menu ^^"

I think there's a cool concept in there, but there's definitely a huge disconnect betwen the look of the game, the mechanics, the mood and the difficulty.

Lots of situations where you can't escape the enemies, the very open map and lack of elements leading the player in the level design makes it hard to understand the goal. The fact you've got stats and leveling up in there for a jam game makes me feel like some overscoping occured during development.
Definitely a lot to love in that game but the tutorial didn't explain much besides the basic inputs, before throwing the player in extremely intense situations. Taking more time in the first zones to let the player get familiar with their goal and their abilities would help a lot!

Thank you for the detailed feedback! You are on point there. Yes, overscoping is my main enemy in every Jam so far. It’s tempting to think that it could have been a very polished game if I stopped adding things at some point. But I can’t resist!

Hopefully I’ll be looking back at this comment next year for GBJam 11 - and go for something smaller, that is actually working properly and polished. :)