Nice artwork! You put together art, music, story, inventory system, map, dialogues, ui and a brewing mechanic that is central to your game, no small feat! Good job!
cacotzatziki
Creator of
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Good job with the typing maze game!
About mazes: you can solve all mazes by always going on and turning in the same direction when a choice has to be made. I solved the maze first by turning always to the left and the second time by turning always to the right. No surprise there. Words and scarecrows are disconnected from the main quest, which is leaving the maze. I wished there was some more interconnection and more levels, but I understand the challenge of providing content and replayability in the context of a game jam. By not tying the number of scarecrows to winning the game you allow both completionists and not to enjoy the game in their own way and perhaps to replay using different styles.
I liked the memory game the most. I had hard time with the dias de los muertos game, but it's probably me. In the farming game I was confused because there is a hierarchy of actions that have to be performed in the right order (for example killing the insects first and water the plant after). Is this part of the design? Normally I would expect to be possible to perform actions in any order. Especially since I can't water 5 plants because i first have to kill insects in the sixth.
I appreciated the research for the autumn traditions and the fact that the theme has been respected.
Thank you very much for your [perhaps too] kind words and your feedback. I'm glad you liked my little adventure game.
I'm puzzled: you're the second reviewer that comments about using SDL2, but my game has been made with Pico-8. Is there anywhere some clue that points to SDL2? Perhaps is Pico-8 itself built on top of SDL2.
Thanks for the feedback!
I thought about giving a little visual cue about the location of the ingredients but I was afraid it wouldn't be too much in plain sight. I had many ideas like making the buildings explorable and having the possibility to buy one of the ingredients at a shop for an exorbitant price in exchange of little treasures scattered around the village or completing little quests but time didn't allowed it. I would have needed at least other 3 days to implement it.
I'm glad you enjoy it!
Thank you very much for taking the time to play through the end and for your kind words.
I'm very glad you enjoy it! I definitely took free inspiration from the NES/Gameboy Zeldas. I'm also happy you enjoyed the dialogues and the narrative style. As for the movements, you're totally right. Letting the character slide against the walls while moving diagonally would make the controls feel nicer and would solve the problem about passing through a one-tile wide opening hard. As this is my second game (the first one is not complete yet and is a totally different genre) and I'm very beginner in game making while also not using any tutorial (I like learning the hard way) I didn't figure out yet how to do it properly, but it's certainly an actionable improvement point for this and any subsequent game! In this one my best tool has been to avoid as much as possible to use one tile-wide openings.
Thank you very much for your detailed feedback and I'm truly humbled by your nice review!
Hi,
I'm a beginner game-dev making especially little games for pico-8 and chip-8. I'm building a game with pico-8 that has a decent amount of generic code that would help me kickstart the game much faster (I also have a full time job and a family so my time is really constrained). I would like to be able to reuse that code to create a completely new game, but I want to be sure that fits the spirit of this jam.
Thanks in advance!