Thank you so much for playing and commenting!
Indeed, it's possible to get stuck and need to send someone packing. Each customer is supposed to make a solvable request, but we have a bug where multiple customers might want the same familiar, leading to a chain of stuck customers. It's on the post-jam improvement list!
There's always a random chance of a customer having two familiars to trade, it's not related to level.
Celia
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Thanks for playing and for your feedback!
As for the collection, since Rose and I usually make games together, we decided to make the Jamwitch account to post collaborations. For our existing games, we used collections to group the games we've made together.
You're right, I didn't account for all the possible orders, especially if you delay giving people their original mail. In a future post-jam update that should flow a little better.
Likewise with the end of the game - we ran out of time during the jam to come up with an official ending... We'll definitely update with some kind of ending in a bit.
Hey, sorry if I wasn't clear, there's been no update for multiple years. 😄 I was just explaining how the game does check if the board is solvable without guessing randomly, but it can still be hard to follow the logic you'd have to use to work it out. (But that's why we put multiple lives, so it's okay to guess or try something out!)
Yeah, technically speaking, there should never be a situation where you have to guess. That was definitely a tricky one to work out though.
Wow, I'm surprised about this game still being on the list of popular Minesweeper games (but I have to say, I do still find it fun myself!) Thank you for playing and commenting! 🙂
Hey, thanks for playing and giving feedback, I always appreciate it (even if I respond late... 😅)
Thanks for the notes. I didn't see anything off with the Potion of Lesser Healing's description or instructions on a couple different browsers myself, hopefully it's okay if you're at 100% zoom. I won't fix the typo unless I have to make any other changes but I appreciate you catching it, always good to know.
And yeah, we wanted to mix things up with the Potion of Game Development.What's the point of making a game if you can't make it perfect, right? 😉
Thanks so much for playing and for the awesome video! It's always super exciting to get to see someone playing our game and it's great to hear what's working and not working.
We just updated the game so potions are even riskier than before, to make your gambling that much more exciting! (And also fixed the bug where an incorrect price was showing on the exploded potions...)
Hey, I'm catching up on notifications and just seeing this. In the current version of the game, after confessing once, you should have the option to confess on every subsequent playthrough. If you're seeing something different, please feel free to provide more details or a screenshot and I'll look into it. Either way, thanks for playing and commenting!
Hey, so we have no plans to offer a downloadable version of the HTML5 game ourselves, but if you have the itch.io app you can download it and play offline.
No specific sequel plans right now, but I wouldn't rule out the idea of Zoe making a reappearance in the future. :)
Thank you for the feedback, that's really helpful to hear. I went ahead and extended the time before a hint to 14 seconds. I had also been thinking that if you didn't want to be bothered by hints, you could just turn them off under Settings - but maybe that option isn't very obvious.
It's hard to judge these things as someone who's played the game a thousand times, so it's a huge help to hear your thoughts! Thanks for playing and I'm glad you enjoyed it.
Ah! No typing needed, you can just click/tap on the dialogue option you want - but if it's grayed out, that means you don't have enough letters unlocked to choose it. Unlocked letters are visible at the top of the screen. You start with only the letters NOTHING unlocked, so at first, only the "..." option will be clickable.
Later in the conversation, you can answer "No" and earn some hearts, use those hearts to unlock more letters, and then on your next playthrough more dialogue options will be available.
You play through the conversation with Zoe multiple times, and each time your dialogue options are limited by which letters you've unlocked. As you choose different dialogue options that Zoe likes, you earn hearts, which let you unlock more letters for next time. Does that help? Was there anything in particular in the game that was confusing?
Thank you for playing and sharing your thoughts! We tried a lot of variations to balance the sleek two-color visuals we were going for with sufficient distinctiveness for the puzzle, and I'm sorry to hear we fell on the wrong side of that for you. I do like the idea of highlighting only available icons - but the issue we found there was that, since you can match from both endpoints, essentially half the board would be highlighted. It ended up being too much visual info rather than helpful, in my opinion anyway.
These things are always a judgment call, so it's always helpful to hear feedback -thank you!