Amazingly polished execution, so many details and animations. While there wasnt much content as gameplay goes im just extremely impressed. The upgrade system also was well-thought out, the upgrades made sense. Awesome
CodeYBara
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That was fun! i love any point&click. I'm glad you got enough done to submit. I have a feeling the sketch was more of a placeholder due to time constraints? But honestly this could be a great artistic visual. Have the interactible objects really stick out due to a high contrast between super detailed art on a montone sketh background. Would even fit for an eerie atmosphere. This has big potential
I am totally there with you. there is barely any puzzle in there. For more complicated recipes i wanted to feed the player enough information to deduce it logically (like "Ingredient x comes before ingredient y but after z") But that didnt make it in. i would have loved to create a whole font to decipher! the Symbols are borrowed from "Chants of Sennaar", a puzzle game about translating, if you havent seen it do check it out.
And thanks for the suggestion, i have something in mind to break up the text and give the player more agency, there was supposed to be a pantry to get the ingredients... getting stuff done is hard. haha
Full points on Originality and working with the Theme here, liked that a lot, liked the idea. i feel like the madlib approach could work, but it fell a little flat for me. the few words i exchanged just didnt seem to make a real difference. I was still reading the exact same fairytale, just with a few typos here and there, like a mediocre translation. I did chuckle when the Princess didnt want to be friends with a frog cause the frog was too lit af, he was too cool for her. i think i would have enjoyed it more if a large portion of words were exchanged, or all instances of the same word replaced with a suggestion (Snow white turns to Snow-red through the entire story). Also maybe giving us the general theme or title of the story when picking the words, just so the suggestions dont feel quite as arbitrary and random, giving the player a bit more control over what he wants to achieve with the words they pick. The Final story for example was fun again with so many changes. im mostly just rambling about my ideas tho, i hope that doesnt come across as criticism, you did great. Being able to reread the stories at the end was a nice touch, going the extra mile.
The navigation system confused the heck out of me at first BUT after grasping the idea i lowkey loved it. Epecially the joke of running through the same screen in the fore, middle and background (which did not help with the confusion). Writing and humour was great, the portraits were hilarious. Handdrawn art was chefskiss*. Giving my daughter a strawberry plushie was peak gaming history. While storytelling is the core of folklore... i kinda didnt see the theme used much in it. What are some other of those Canterberry tales the bard tells? Maybe a few of the Npcs could have filled us in in rumours, letting us know what folklore would look like in this world, are they afraid of the legendary Fruitmuncher with 200 teeth? the ghastly juiceblender beast? Either way, storytelling was neat. navigation confusing but genius at the same time and wholesome as heck. This deserves to be seen for sure.
You picked a nice Legend to base your game on, i liked reading the story, the tileset and music fit very nicely. a very wholesome experience. i had a lot of fun trying to mess with the pathfinding of the other swans, witch was robust enough. The game even aknowledged that i had gotten rid of my siblings when collecting the last relic, bonus points for that. It was very simple but enjoyable