I flew around a bit and that character controller doesn't feel to bad. Not really sure what I was supposed to do though. Also the curser gets set to be captured in the main menu which makes it impossible to click the start button unless you hit the windows key and free the mouse to click the button.
ComfyMittenCole
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Not really sure what I was doing but the numbers kept going up so I am assuming that's good. Would love a little bit more of an explanation as to what the tiles actually do and It also doesn't seem like there is any reason to need to continue to grow the town besides big numbers. Hope you can expand on it in the future!
I like the main gameplay loop and the addition of color not just scale for the different packages. Could see this expanding quite nicely with other changing machines and larger scale belt lines. It is a bit unforgiving as I know I had failed the first time on a few levels as I was trying to read the prompts and the wrong product made it to the end. In the context of the jam I like the timer but maybe have it so certain products need to be delivered in a specific time instead of everything? Also had a little trouble with the level where the size needed changed as a box was entering the out-shoot so I got penalized for something i couldn't possibly have changed. I really like this type of game though and would love to see this expanded further in the future!
I like the idea of giving and taking the characters size instead of just objects in the world. I like the art style and the level design feels like it takes advantage of the scaling mechanic well. I had some difficulties with the input detection and I am not sure it is intentional or not. Is there like a cooldown or something on jump because half the time it did not felt like it was registering?
I really enjoy the premise of being young and everything felling so large. The platforming is really floaty and I wish it was a little less so but the level design does cater to that floaty-ness so its not bad. Would love to see a shadow under the character to help with estimating where you are in the air compared to the ground or objects you have to climb up.
I have seen a few other entries using a scaling window as part of the main mechanic but this feels like it was actually meant to be. Using the different paints to scale objects by changing your field of view is really unique and I had a great time solving how to progress through each level! The one thing that I wish could be added is maybe a small arrow that points towards the objective that way I have some semblance of which direction i need to go. I may have scaled a few things beyond reason to travel way off in the wrong direction once or twice haha
The characters are fantastic, the art styling is wonderful, and the swinging hammer combat is unique and enjoyable. I I did find it a little frustrating when enemies grouped up and really slowed the hammer down but I feel like that is probably a skill issue on my end for improper movement. I would happily play this for hours!
So from what I can tell you were going for a grid based RTS however I am not really sure how it relates to the theme. I also am not sure if there was like a resource thing or a limit on what i could build or even what i was building. Would love to see some instructions even just basic text ones on the games page. You can do this and its not against the rules to update the text on the page as long as you do not update the game files. I also ran into a fatal error crash after clicking on a bunch of things.
I would love to see some brief instructions or hints as it wasn't very clear on what you were supposed to do for some of the puzzles. I do like the trial and error method but it can be frustrating especially when you don't know what literally anything will do and this could be solved with similar color schemes or symbols on objects or some sound feedback . Could be a lot of fun if taken further for sure!
Its a fun little point and click game. I like the hints at what you are supposed to find and the little responses after you have found them. I would love to see this taken even further with maybe a zoom in zoom out feature with tons more objects when you zoom in kind of thing but I totally get it with the time limit. The art is cute and colorful and everything is nice and clear to see which makes remembering where things are nice and easy.
The zoom in to slow time is a great feature here and I definitely think it works because you loose so much of your vision. I am not a huge fan of the control scheme but that is personal opinion and I think over time i could get used to it. I think this game also has a fairly high skill ceiling which makes replay-abilty high because there's always that want of completing a level faster.
Your game definitely made me laugh! Running around consuming is fun haha. I would love to see some sort of puzzle or challenges you have to do by eating more things or maybe things that will make you smaller as well. Also as much as I love Kirby, it would be awesome if you could get your own custom character model if you decide to update this game further.
I like the concept but after a while it felt very repetitive as no new events were popping up. I really liked the addition of the sun shifting after every decision, it was a nice touch to show the passing of time. I did not feel like there was many consequences for low happiness but maybe I just didn't see those events? Either way It could be a really fun game if you decide to take it further!
I like that the scaling feature is a projectile and not some sort of beam. It feels nice and quick to be able to fire once and get a specific size increase. I did manage to get myself imbedded in a few objects but that is totally understandable given the time constraints! I like the three hit enemies and the platforming around them.
Controls feel incredibly unresponsive especially when attacking. Is the right click attack a one time use? I wasn't really sure what my goal was so I just kind of ran around for a while avoiding attacks and didn't really know what else to do. The top down locked camera perspective with on-screen aim is interesting though.
I am glad you liked the cutscenes and the addition of the tank treads! Of the three attachments, I think the tank treads can be a bit tricky as both treads need to be on the slope to get the full power out of them and it isn't necessarily explained by any info in the game. If we push an update in the future I hope you'll get the chance to try it out with maybe a bit more explanation and visual feedback.