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Essillore

13
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25
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A member registered Sep 18, 2022 · View creator page →

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You got a game ready for the jam, so you did really well! <3 

I'll have to try again then! 

Sound volume on the cut scene ;)

Interesting game! Timer felt too short, I could have played it for longer. A little unintuitive on the sawing part and requiring wood stain.

Game felt good! Relaxing and satisfying to play. The score system could have been visible somewhere (hard to know if there are two red and two green parts, if it is better than just 1 green part). The differentiation between different kind of biomes could have been clearer, now I was relying on the green and red squares at the sides to tell, if it fits within the spot.

Fighting bugs too hard without getting hit. Interesting premise of the game, like the application of the idea. Background and platforms that you can step on don't show up clearly enough. Irritating music. 

Stylish! Playing the game did not feel good, though. Aiming and shooting did not feel satisfying, and staying in 1 screen to try to shoot the paper planes did seem the graphics to look less good than when moving around.

Stylistic, well done! Quality game. I could not figure out the pacing when to change between the different scales. I also could not figure out how to give the glucose to the cells (or what the cells even were) in the most scaled down game.

Interesting cut scene, sounds too high. The game itself was frustrating in how the drones kill the player, could not get even the first mountains trial of a lot of spikes. Controls did not feel good, the jumping up the mountain felt tedious, though there was interesting try with the momentum with the character.

Like the idea! I'd like to see my mouse cursor, felt hard to balance scaling and direction in the beginning. Good puzzles. Annoying failure sound.

Calling this a solo game jam, when you've got in credits 5 programmers, 3 sound/music creators, 9 artists and 1 producer is a bit misleading.

As a former primary school teacher, I question the game design of an educational game as an info dump and "true/false" statements. I think picking up the runes was fun, and the backgrounds interesting, and that actually teaching about "okay-i, what is this kind of water called and where it is located". Sorting the runes was fun too, and it created a good game for classification. But the true and false statements and the dumps of information felt like a really old way of understanding education? 

Have you tested this with kids? What is the planned age group for people to play it? If this was translated into Finnish, I'd ask some primary school teachers I know to test this out, but as it is now, the language as a second language is too hard for the age group I think would be interested about that.

Art is beautiful, especially the 2D art. The low-poly characters do have some animation clipping issues (glacier hat) and the one at the flooded landscape is walking in water (maybe adjust the background drawing a bit). The art has a lot of different styles, and could fit together better, did you have art direction?

Sounds i turned off. The "click" and the interaction sounds sounded like they're from a free library of sounds, and not really designed specifically for this game. Volume controls would be nice too, but really happy about the sounds off button.

The narrative felt thin. This was obviously out more than 4 months ago, and not specifically made for the narrative game awards, but even looking at this as a not-narrative game, it felt like there was no coherent story of what we're doing and who the player is. The cute and colourful and really interesting characters did not really share their backstory or what they have to do with the flooded village. Player fantasy felt weak. Who are we as the player? A kid getting educated by the cute characters?

I am sorry if I sound too harsh :/ I was really excited about the premise of an educational game about water (three things I'm passionate about by themselves), and with the loads of work you've done to create this, I think you'd have really benefited from art direction, setting of tone and story, and game design that elevates true/false questions to actually interesting educational gameplay. It's hard, I know, and I commend you for trying. Maybe this will help in getting people to read the info dumps? But with the elements you've already got, can you think out of a way to make it more gameplay and less quiz? 

Cudos for making it a web build. That's really important for the game be possible to play at schools.

I loved the writing. Especially the introduction. But also the nightly episodes. A very interesting story unfolding!

I did not like, that the only way to deal with merchants started with lying. Whether they had golden or iridescent or whatever kind of a flag, none of them wanted to deal with me, unless I lied. 

There seems to be an interesting underlying mechanic under it, and I saved the game to possibly continue at a later point, but even the great writing that I wanted to find out more of did not get me to want to go trough the same interactions. Just when closing the game, I clicked for the hint of "don't underestimate the fish" so I guess there is something more to discover in the interactions. Same choice, same outcome, can have mechanic depth that I've yet to uncover. Right now it felt like tedious grinding instead of experiencing the story. But guess sailing can get repetitive and tedious?

I'm still intrigued by the mystery, and whether it is good and worth it to go to Safe Havens. I got to the point where it said "I'm halfway to Safe Haven's". 

Great job on a first game submission! Some art or exploration mechanic for the gold finding might work for the game? 

I really liked how the text appeared, it was nice to read, and as dialogue options it flowed technically in a nice-to-interact-with-text way.

I really enjoy the artwork. It feels unique and fitting, and I'd love to see more of it ;). 

The colour change feels so good when you go to the first story of grandpa! The luminous blues and purples <3

Your poems are clear to read, and evoke strong images. Great writing.

This felt such a wholesome game. Playing the game first, and reading some of your comments to @Belillart it makes sense, and if that was the direction you were going for all along, I appreciate your artistic freedom. But I think this art and style would have worked with less tragedy too!

Wow what a game! I had the idea of light balls of mushroom roots giving nutrients to the trees and trees giving nutrients to the mushrooms (missed global game jam and didn't know the theme was roots there!), and made a game for Ludum Dare #53. Hadn't seen your game then, so was surprised to see something so similar to my vision (that my skills didn't get far enough to make in the few days). Great game and compelling game play. Growing mushrooms is fun!