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Tomate

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A member registered Jul 12, 2024 · View creator page →

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Thank you for your comment! Glad you liked it!

Thank you for playing, your kind words, and feedback! I don't think any of us speaks Russian but we'll take the compliment anyway for sure 🤭

Thank you for taking your time to play our game! For sure we fell victim to time constraints with better explaining and designing around the mechanics - thanks for your feedback.

Thank you for taking the time to play our game, and your nice words too! 

Noted on the frothing minigame, we didn't get to adding more feedback to that before the jam submission because of time constraints, will add that to the list.

I really love this concept! My favourite part were the punchout-esque fight sequences - Having each enemy having their own attack patterns, and the way you portrayed  them on screen was awesome.

Your game managed to be innovative while also taking me back to childhood memories of playing Pokémon on emulators.  I'd like to see some changes regarding UX/UI (specially by relocating the little table for the alchemical elements) but many have already pointed those out. Congrats on the great work on this charming game.

I really love this concept! My favourite part were the punchout-esque fight sequences - Having each enemy having their own attack patterns, and the way you portrayed  them on screen was awesome.

Your game managed to be innovative while also taking me back to childhood memories of playing Pokémon on emulators.  I'd like to see some changes regarding UX/UI (specially by relocating the little table for the alchemical elements) but many have already pointed those out. Congrats on the great work on this charming game.

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Wow! Loved watching your playthrough - Thanks for dedicating some time to playing our game. You ran into a lot of the same difficulties others have ran into regarding the clarity and feedback of some coffee-making mechanics, thank you for your kind words! 

I loved your game Gr0n! I also ran into the thing where i didn't know that objects were thrown with mouse aiming, so i was under the complete delusion that ingredients had to be thrown from the right side and wood had to be thrown from the left side (and even thought to myself 'hey, that's kind of cool').

Your game is pretty, sounds satisfying, and i loved how the darkness mechanic works and feels - It truly made me a little claustrophobic as more enemies started surrounding me and i couldn't even see how many i was facing until i suffered a slow death. Before that happened, though, i loved the fact that i got better at killing multiple enemies at once with my amazing broom AOE. Congratulations!

I loved your game Gr0n! I also ran into the thing where i didn't know that objects were thrown with mouse aiming, so i was under the complete delusion that ingredients had to be thrown from the right side and wood had to be thrown from the left side (and even thought to myself 'hey, that's kind of cool').

Your game is pretty, sounds satisfying, and i loved how the darkness mechanic works and feels - It truly made me a little claustrophobic as more enemies started surrounding me and i couldn't even see how many i was facing until i suffered a slow death. Congratulations!

As many others have said, the concept of your game and the visuals are just so charming and fun.

I just want to say that the music and the sound effects are just superb - I can see and feel your three characters performing the main theme, and i intend to keep your game open on the main menu just to listen to that lovely track.

Huge, huge props for making something this original, yet simple and filled with soul and character.

As many others have said, the concept of your game and the visuals are just so charming and fun.

I just want to say that the music and the sound effects are just superb - I can see and feel your three characters performing the main theme, and i intend to keep your game open on the main menu just to listen to that lovely track.

Huge, huge props for making something this original, yet simple and filled with soul and character.

I think this is a really cool concept and i love the vibes i get from this! The environment really made me curious about the game world, i loved interacting with the Tamabuki, and i really appreciated how much the environmental sound added to the spookiness. The visual style and specially the lighting are what really sell the vibe to me, love that. Also really liked the hinted storytelling through objects in the environment that you can interact with.

The only thing I'd say i didn't like about this first iteration is the fact that strafing with A and D moved the camera angle as well, so i had to keep adjusting my mouse position to compensate for that.

I love seeing in other comments that you intend to keep developing this, i think it is really cool and I'll keep an eye on it for sure! I think this will also benefit greatly from custom music in the future too.

I think this is a really cool concept and i love the vibes i get from this! The environment really made me curious about the game world, i loved interacting with the Tamabuki, and i really appreciated how much the environmental sound added to the spookiness. The visual style and specially the lighting are what really sell the vibe to me, love that. Also really liked the hinted storytelling through objects in the environment that you can interact with.

The only thing I'd say i didn't like about this first iteration is the fact that strafing with A and D moved the camera angle as well, so i had to keep adjusting my mouse position to compensate for that.

I love seeing in other comments that you intend to keep developing this, i think it is really cool and I'll keep an eye on it for sure! I think this will also benefit greatly from custom music in the future too.

I love your game! I actually liked that the shadows were a little harder to spot and you had to use sound a lot of the time to guide you towards animals. Half-way through my run i started recognizing the sounds that the animals i needed made and started hunting them down - As a sound person, I love the use of sound here and would like to see that expanded in the future.

The only complaint that i have is that my animals (specially raccoons, those freakin' raccoons) started stacking on top of each other and escaping their pens. I thought i was hallucinating for a few minutes but then i just pointed my flashlight at them for a bit and saw them committing their great escape.

The upgrade system is great, specially the flashlight upgrade that helps with catching animals.

I love your game! I actually liked that the shadows were a little harder to spot and you had to use sound a lot of the time to guide you towards animals. Half-way through my run i started recognizing the sounds that the animals i needed made and started hunting them down - As a sound person, I love the use of sound here and would like to see that expanded in the future.

The only complaint that i have is that my animals (specially raccoons, those freakin' raccoons) started stacking on top of each other and escaping their pens. I thought i was hallucinating for a few minutes but then i just pointed my flashlight at them for a bit and saw them committing their great escape.

The upgrade system is great, specially the flashlight upgrade that helps with catching animals.

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Thank you for playing our game and for your kind words! The resizing is something that we definitely will want to fix after the jam; same with improving some aspects of the night rituals.

Thank you again for taking your time and playing through.

Glad you liked it! Yeah we tweaked some of the instructions on the night rituals until the very end - they could use some work but the fact that it was rewarding for you is a huge compliment! Thank you for spending some of your time playing our game.

I love your game! Let me be a little blob of nothingness that can bend in any shape and shoot fire. Definitely will keep an eye on it if you decide to keep developing it after the jam.

Yeah as Nev says, that mechanic is supposed to reward you for a perfect pour and punish you for a pour that is too short or too long (there's a small audio queue associated with that) but it isn't obvious enough that you're getting punished. Thanks for the feedback!