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Gray Knight Games

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A member registered Jan 12, 2016 · View creator page →

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Thanks very much for playing, and doubly so for such structured feedback! I'll get back to this project after the voting period ends and squash those bugs. I'm glad you enjoyed the atmosphere.
Edit: The watering can increases growth rate, and the shovel is there to let you plant the seeds! The game should be hard enough that you're compelled to have plants closer to the hill, but the fact that you didn't need it tells me there's more tweaking to be done, which is useful as well.

Thanks for playing! I'll get to the bugs as soon as the voting period ends.
The general vibe of the game is to try things out, discover via trial-and-error. I'll think of ways to "nudge" the player towards objectives (I.e.: establish that plants are useful), but I don't want to outright state what the steps are. To attach the nose cone, you need to slather some glue on the ship first, to use the Raygun, you hold down left click and release after charging it for a few seconds..

I think the script and delivery are funny and charming, but the pacing is a bit awkward. In other words, the silence between scenes, the camera being completely static, etc. But I like the interactions between the characters.

The world art is a bit too saturated in my opinion, and it only feels more jarring given the skybox-less sky. The UI art is simple and effective, and the sephia palette helps with production times. Sound effects were lacking, a good "punch" and "crunch" with high quality sound effects really go a long way with the immersion, even if the game looks cartoony.

When you show the connecting spheres for tiles to drop on to the floor, it made me assume we'd be able to extend them by drag-and dropping further away. That might be a good feature.

Also I think it'd be cool if we could open inventory with I even if Tab does the trick, many people will be used to doing that.

Kudos for not giving up, and keep up the good work!