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GreyManedLizard

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A member registered Oct 18, 2023 · View creator page →

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The soft lighting, art style and music combine for a soothing effect that counters the tense gameplay. The lighting especially had such a strong impact on the atmosphere.

It seems the dash arrow targets the dash circle closest to the player, which is great because I cannot aim, but on level 15 there is a small issue where there are two valid circles near each other and the middle ground becomes ambiguous as to which it will target (for the human eye at least). It would often send me to the one I didn’t want. Screenshot included.

I found the extra levels 18 and up were fine, polish-wise. I am fond of level designs like 21 that force you to use every ability in the toolbox.

Regarding other comments discussing the skill floor, I’ll add to the sample size that I had no problems myself, the hardest puzzle took a reasonable amount of trial and error to beat, and I was never frustrated with the game’s design. I rarely play platformers.

Solid puzzles. One note: on several levels, I found I did not use one or more elements available (levers, fans, extra pots). Maybe they’re alternate solutions you provided for redundancy, maybe they’re deliberate red herrings; I mention it on the off chance the levels are unintentionally cheese-able, and getting bypassed against your design.

If it’s a bug then nevermind, I won’t nitpick those on such a tight deadline, but if it was a stylistic choice for the tree leaves to only render the front faces, I’ll comment it makes the trees look weird on occasion, when the shape of the canopies warp depending on Fauna’s position. Happened with the bushes too, but since the camera sees the top of those, that really helps hold the shape together.

Making the trident throwing physics-based was a solid design choice. When it would ricochet off the ground it added a real sense of weight, and by association, danger.

The ambience is exceptional. There’s a unique atmosphere created by the juxtaposition of the eerie tone/setting with the holo elements that are, ultimately, cute. The music and color scheme and even the aspect ratio are all warning me to be careful, to stay on guard… and then it’s just a pebble sitting on a couch. Perfect building and releasing of tension.

Burning the missed anomalies into the baseline is a nice twist on the genre, plus it adds an extra way of playing (“poor girl”).

Great modeling work, made even more impressive within the context of building a game around them on such a tight schedule.

It’s solid design how the married genres of anomaly detection and grid combat are linked by the shared resource of tranquility so the player can build tension or compensate for their poor performance on one with a clutch/manic performance on the other. (Even though for this version the anomaly positions were static so it only works once, I mean more at a concept level).

If you were to expand on this project, as feedback I’d suggest pausing tranquility dropping during important dialogue. The first few times I made it to Buffson I had to skip the conversation because I was at single-digit tranquility. That may be an intentional design choice, but in that case you would not be able to rely on it to deliver any crucial information to the player.

Level 7 has good game design for teaching the player how to use empty spaces to count. At least in my case I hadn’t considered it until then, since they’re pointless in regular minesweeper.

The tradeoff of app benefits to larger protection area translates perfectly into a strategy mechanic.

For feedback I would request curating some of the RNG. Two examples that affected me: (1) I had consecutive cases, the same type of fan with the same condition, I thought it was bugged until the 3rd time it happened. (2) Also, in a fairly long game, I still had not encountered all diseases. Nearly an hour in, my statline read: patients 23, cured 45, identified stuck at 8/10.

Otherwise, a very satisfying game loop.

Additional notes, I liked the sound design, except the pill maker’s was so subtle I thought it was random radio static. And not sure if intentional design, but multiple ailments treated by the same pill would only cure one ailment at a time. So I am immediately doubling their dosage, with no regard to contraindications, and that’s a slam dunk malpractice suit just begging to happen.

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With enough time I was going to have a journal mechanic that would “persist across timelines” and keep everything you discovered in-game (everything you asked and witnessed), so long as it was a real holomember and you didn’t knock them out. With that, one would unlock everything in about 4 passes, even with no prior hololive knowledge, and on the player’s own efforts, as opposed to just giving away the answers.

In its current state, there is still a mechanic to uncover nearly everything entirely in-game, though it’s very bare-bones, and pretty tedious by itself (“tell me about yourself”).

Thanks for playing.

Thanks for playing. Both issues sound like you’re not harvesting humans?

  • Villagers leave behind their clothes when they transform into saplings. That’s when disguising becomes available.
  • The main source of gathering saplings are the villagers, the meadow is supplementary help and won’t have enough of them by itself.

The pause menu ([P] and [Escape]) has tutorials for each section if anything else seems unintuitive.

Can you add instructions to the description?

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Thanks for the feedback.

. When you say online didn’t work, do you mean you couldn’t find a match, or that the netcode failed? If the former, the game is very niche, the lobbies are empty, you would need to recruit your own opponent elsewhere before playing, like discord. If the latter, please give me as many details as you can (did the game hang/freeze, error in browser, browser type), thanks.

. Confirmed [copy to clipboard] is not working on the web version, thanks for the bug report.

. Both your UI suggestions were once in the game. They were changed to improve flow.

Thanks for playing. I noticed that strategy emerging in testing, so I added the smaller deck size options to counter the meta of questions. I recommend them if you find the games becoming repetitive in approach. There is a design reason the opponent’s hand is not revealed, but I see it is unsatisfying to the player. I’ll add the opponent’s card to the game over screen in an update.

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Thanks for playing. 

It is a very niche game, the only way to find someone to play with would be by recruiting them elsewhere, (I am currently working on making a discord server with a looking-for-game channel/role, still in early progress).

Update: discord server is up, link in the game description.