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Great Intro. I just don't know why the Crow is so tiny or flying under the Grass.

Thanks. Crow is tiny because I wanted him to fit the screen view that you usually see. Even though logically he'd be bigger it would be harder to show what he's doing in a comprehensible way while taking up 2/3rds of the screen. I also don't want to rerender him. The grass I hope I'll change eventually to leaves and branches if i remember to. He was supposed to be going through a bush or under a tree, but it really does look like he's just going under grass like you mentioned.

the Font just seems poorly handdrawn in Paint. 

Close. It was poorly drawn with a mouse in Aseprite. When the lines looked too clean I messed them up on purpose.


The Enemies being Purple/Black on Black background makes them very hard to see.

I keep getting this complaint. I didn't want to change it but i guess I'll have to now.


Interaction works, and its nice that you move in Place to place it correctly when you're roughly there, but I wouldn't have known what I was supposed to do without reading the Instructions. And I also knew from the Thread already. But with only the Instructions, I'd probably figure it out, seeing as the Symbol and Color is the same as for the Enemies.

I have some plan for teaching the player that you can pick things up, right now it really is too vague. Frog hands painted over objects do not make people think about grabbing like I thought it would.


I can't drop Stuff intermediately, or that it just Lerps in place tho. You have some nice simple Movement in the Intro, why not throw/place the Stuff into place properly, but just lazily lerp it?

It was just easier to. I can make it so the objects look more thrown than the current weird placement. For throwing everywhere I probably won't. I'll make it fizzle out and go back to it's original place at most, but if i place it anywhere then I have to worry about players throwing it out of bounds, or them placing it somewhere that logically you would be able to climb up to, but have them realize they can't because the ramps are just collisions, triggers, and sort values changing to give the illusion of verticality. If the game was actually 3D I would just do it how you want though cause that's what I originally wanted to do as well.


Stacking multiple giant Planks etc. feels weird. What if I stack them in the wrong Order?

Wouldn't matter. The objects you can pick up always go to the exact same y position above you no matter what order you pick them up in. I chose the Y value based on what would look natural no matter if you have it stacked or solo. It also doesn't matter in the placing, because the objects are placed by what is supposed to be where, not the order you picked them up in. It looks and gets placed down the exact same way no matter what order you decide to do things in. I agree that it might feel weird at times though, but I thought it was better to let you pick up multiple things at once than making players go back and forth a bunch of times.


I did not expect the Pearl to be a Safepoint, I was thinking it'd be some necessary Powerup. Also has no Feedback upon drinking or saving.

I'm planning on changing the pearl saves too. I see no reason to have a menu at all for it, so I'm thinking of making it so that when you interact with it the screen will flash white, it'll play some chimes, and you'll see text above you that mentioned the game was saved and health was restored.

You have some nice Animal Sounds.

Thanks, I took them from freesounds, there's about 2 hours of birds chirping.