A very polished and enjoyable game! A perfect blend of the theme and the limitation into a well-designed and well-balanced gameplay. There is much to like, but I especially enjoy the gradual pace of difficulty build-up as well as the details in the animation and the sounds. Kudos ^ ^
ayuusweetfish
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The concept incorporates both the theme and the limitation well. I'm unsure whether I understood the rules correctly, but it's still fun when playing around with the rolling mechanism and trying out my luck. The visuals are also great!
Regarding the presentation, I think the tutorial can be made clearer (especially the specific controls) and slower, ideally by waiting for a click at each step. Could also explain a bit more in-game, e.g. why I was caught by the fox, what is the effect of the coin flip, etc.
Rules were complex and catching prey was hard (I did not manage T-T), but it was already enjoyable walking around and collecting coins on itself. The coin flip was also fun to watch! I also like the day-night transition. I think it is a symbol of a nice design when players (clumsy like me ^ ^) who don't manage to grasp some parts to find other parts enjoyable!
An immersive atmosphere indeed. The abstract style works unexpectedly well.
It reminds me of many prototypes or fully released games, mostly platformers with deep, abstract art styles. One Hand Clapping, Gris, Limbo, Wandersong. I think this is a nice attempt, considering how little was 'actually delivered' and how much it seemed to be conveying to me. Kudos!
The bargaining mechanism is a nice twist on the management game. Despite the rough edges, the settings seem balanced quite well (except for too few customers for advanced items). A view of the current stock the would be a great addition; with it, the core gameplay will be very complete. If I were to get picky, I'd hope for shorter waits between customers (although the wait might also recreate a shop owner's experience quite well ^ ^).
A unique take on the turn-based strategies with the opponent's aggro and actions explicitly determined by coins, which nudges the classical strategical gameplay into more of a deterministic, calculation-based one, bringing a novel experience. Well-balanced character design with adorable portraits and icons. I also like the visual tabletop approach! It creates a more casual feeling in such tense combats.
I thought it was high-score style (had 50+ damage on my first run), but having read the comment, now I wonder what the end will be ^ ^
This was an artistic take on a game jam! A soothing experience and a great chance of inner reflection, much like how birthday wishes or tarot spreads work. (I'd really hope if the sun could tell me something at the end!)
The "you still have wishes to make" part moves me for no apparent reason. Is that the reason we go on living our lives?
Coincidentally, here in China everyone is celebrating the upcoming lunisolar new year with new wishes. Wish you a joyous, prosperous, and authentic year of the Snake! ^ ^
An innovative design! It's hard to land at the right distance, but the mechanic is quite novel and enjoyable despite making only slow progress in the rounds.
I also think this can lead to a great growth-based game where one upgrades/collects more teammates, if the pace is adjusted, and can also be much fun if it's multiplayer, maybe similar to some .io games? (Just random thoughts, don't take seriously ^ ^) Interesting idea overall!
A well-told story on a game of chance, with an immersive atmosphere and delicate use of the camera. The mechanic is executed well and the gameplay is very smooth.
I especially like how the fox sneaks and peeks during play and maintains a polite tone throughout the dialogue (even in the failing case). A vivid character in a short sequence indeed. I also like the detailed sounds and how the ending scene is different depending on the result.
A very enjoyable little game! The mechanic is easy to grasp, I was quickly in fast-paced games. The trading mechanic is a bit trickier than expected (in a positive sense). The use of the limitation is creative! I also like the detailed visuals, the facial expression changes are cute! (I also like the shop music, I wish I could listen to it for longer… XD)
Nice nostalgic Super Mario world x-4 style chases! Great level design and polished pixel graphics, with well-designed and enjoyable movement (I especially like the bounce-off mechanic).
A little bug: seems the coin count is not cleared after falling out of a level. Also, sometimes I slash all enemies but missed the chance to jump to the exit, and I could only suicide T-T
The graphics is quite polished (full animation sequences with many little effects implemented), with a well-thought-out game loop including combat and inter-round growth. Extra fun goes to the bestiary!
Gameplay gets repetitive after a few rounds, but the mechanic is innovative and I see potential of it being an interesting strategical game if further developed. This also feels like the perfect rule to incorporate the coin-flip limitation. Kudos!
I love this! A simple yet intriguing ruleset presented well with cute graphics. I bet it will be even cuter with little sound effects (300/0) ^ ^
I haven't played Balatro, but the rule is very well balanced. Clearing the rounds isn't hard, but it's quite an enjoyable experience for me. I think it will also make a nice endless game!
(If I were to get picky, maybe the scoring rule can be unfolded right at the beginning to make a clearer introduction.)
I haven't managed to get to the "True End" yet, even with the help at Pastebin (mind a little hint? ^ ^), but I find the atmosphere deeply absorbing and intriguing; it's almost like a short film. A nice interpretation of the limitation well executed! (I was slightly slowed down by the repeated waits after each retry, though.)
Thank you for your appreciation! ^ ^
It was actually a misinterpretation of the Raylib 5K Game Jam’s theme, “That was close!” As a non-native English speaker I developed the idea around proximity (in game mechanics) and intimacy (in the story) instead of thinking about “barely avoiding a mistake” as was originally intended by the idiom.
“Connecting to the other world” was the first spark; I could not but say it was much of an instinct of what was to come, as the story (of loss) that happened to myself in reality was in fact after the jam. The game has since become quite personal and I'm heartily delighted that people take the time to express their interest. My deep gratitude <3 (and sorry for such a long post ._.)
Thank you, glad you enjoyed it! I plan to add the music in a post-jam update.
I really enjoyed your game (and so have others — congratulations on your first published game!!) and it's indeed a pleasant surprise to see this coincidence. I find it amusing how I tried to drag the penguin for a few seconds before I realized you're doing it the other way round 🤣
It's strange… Is it true that the dialogue screen and the top-left buttons respond properly to the mouse, but the circle does not move? If it is the case and you are interested, I can build a debug version for you to help me find the problem. I appreciate your attention no matter whether you are available to do this, thank you! I can also be reached in the raylib Discord server by the name Ayu.
The player is supposed to drag the white ring with the mouse.
The tutorials are hastily made due to lack of time, and I admit that I'm especially dissatisfied with the introduction. In fact, I suppose you are not the only one confused by it. This certainly is a priority for post-jam updates, thank you for the feedback! If interested, you are welcome to revisit the game.
Nice levels, I enjoyed them a lot! But I agree that platformers easily become too hard for the general player (some Celeste/Limbo screens and I Wanna fangames are notoriously frustrating). Difficulty options or tweaks to help the delicate designs speak to a wider audience will be a fine embellishment!