Ahhh it’s so close. The concept is great and I love the idea, but it’s ergonomic death by a thousand cuts! Please forgive me for this list I have many thoughts:
- scale of things feels like half the size it should be. Makes it hard to accurately pickup/drop things(I even catch the feeder miss dropping some things in the heart!). I’d double the size of pickups and triple the size of drop-zones like turrets and the heart
- I did not realize the ‘sacrificial dagger’ is not the same as the dagger you start with and assumed it was useless to craft. I’d probably change that to something different then the ironic main sacrificial dagger to avoid confusion
- Having no way to heal the heart makes a challenge, but’s also very frustrating. For a jam game, I would’ve had it heal at the end of each day to full.
- One of things I’ve done in past jam games is just thrown up a quick-n-dirty graphic in the pause screen for instructions. If you find yourself in this situation, you can literally just put what you put on the itch page in the pause screen.
- Slowing down during building is nice, but I would completely STOP the game process after a set period so the player can scroll through the menus to access things
- Sometimes the menu appears out of bounds and I can’t see what I’m selecting
- If the craft menu had icons of what you’re about to craft, that’d help
- If the craft menu had q,e shortcuts to switch categories, that’d also help
- Some audio/visual queue that the heart was starving would be a good edition.
Hope any of this is useful, again, I wouldn’t have this many thoughts if there wasn’t something to this!