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januspetale

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A member registered Nov 18, 2021

Creator of

Recent community posts

I think you had very little time and you wanted to do a lot of other things. So - this is a very sober analysis, so please just read the facts.

What I like

- There are two different ambient sounds, which are very appropriate.

- The navigation is easy to understand

- The game itself works

- The characters are well done

- The game itself is fun and cheerful to start with

What I don't like

- There is no explanation of the functions

- There is no menu to go back to (ESC)

- In terms of navigation, it would be nice to be able to move the game area by dragging the mouse along the edges.

- The complexity of the game is very easy to understand (motivation?)

- Of the four fields, the one on the left is very difficult to select.
- Lack of visual and auditory feedback (e.g. when a customer is waiting outside your field of vision, or when you have already cultivated a field and want to cultivate it again in the growth phase).

- No level progression

- There are no real challenges

- No real end goal (e.g. if all fields have been bought and cultivated at least once, you have reached the end goal)

What I like

- Good level progression

- Skills are well explained in the game

- Varied puzzles with minimal tools

- Level complexity is manageable and motivating

- Character transformation with 3 strengths well done

- Smooth controls

- Good break points for re-entry

- Good introduction of stray characters

What I don't like

- Some items still have no function (cheese, pimples)

- When sitting on the butterfly, only one butterfly should be visible (confusing)

- Sound effects for various interactions (flying with butterfly, eating cheese, destroying wall, etc.) are still missing.

- Slightly different background music when climbing levels    

- Not immediately obvious how to get off the butterfly

Criticism in the knowledge that this is a prototype.

- There should be moveable sliders for the audio in the menu

- Linguistic comprehensibility is given

- Dialogue sequences are understandable (speed)

- Getting into the lift takes some getting used to

- The sound of the banister swinging up seems inappropriate.

- Running fast seems unnatural (as if on rails)

- The acoustic ambience at the deja vu is used very well, especially when the shadow appears.

- There needs to be some visual or auditory warning of the shadow's appearance.

- The shadow needs some agility

You're on the right track.

A very nice idea to say goodbye to a loved one. The story is touching. I would almost classify it as a serious game.

It's a shame that the ceiling reflects in the rooms and that the PC doesn't rotate visually when you move horizontally or vertically. Sound would also be nice.

But I don't think you were able to do that in the short time you had, and that it was mainly about a completely different aspect of making this game.

You have done a great job.

*** Translated with www.DeepL.com/Translator (free version) ***

Good sound selection in all scenes, but more auditory feedback is needed in the respective game actions, especially for items. 

In the dialogues between the protagonist and the respective NPCs, it is nice to observe that the speaking party was graphically highlighted (light/shadow effect). An auditory dialogue would be nice here.

Unfortunately, the game still hangs up on certain questions during Chew Baka. 

The puzzles are coherent and, above all, correctly sequenced. Nothing is anticipated, which is a good thing. Graphically, I was taken with the king of the desert (great hypnotic look).

The replay value is currently somewhat disturbed by the cutscene at the beginning, as you might want to skip it if you want to try again.

I wonder if the bottomless fall at level 1 in the forest is intentional. But it's good that you can get out of there by pressing the ESC key.

The game as a whole was fun, which is the main thing.

Really good idea how the time factor is handled here.

It would be nice if the music would change with the levels, otherwise this seems monotonous with time.

Unfortunately, the game does not work on all browsers (does not run with Firefox).

A quit button would be something great.

Great game! The level structure is good and varied. The comments in between from the NPC's are good, could maybe happen a bit more often.

The enemy behavior is building and works differently in radius and speed. Maybe the cook could be given a bit more randomness in his movement.

What I would still change would be that you can run in the between walls. Maybe it would be interesting if you could not only pick up the traps in the box, but also transport them (maybe it would be too easy then).

Clear menu, you know immediately what you can do. Maybe there should be a visual feedback when you select a button.

Great idea that you can switch sides to take more or less risk.

It remains interesting as the cards that pop up allow for good combinations.

It would be nice if the music changed a bit with the levels.

When you pass a round, there should be some healing. But then maybe the game is too easy.

It would be nice if you could jump to the menu at any time and then quit if you want.

Great idea that you can switch sides to take more or less risk.

It remains interesting as the cards that pop up allow for good combinations.

It would be nice if the music changed a bit with the levels.

When you pass a round, there should be some healing. But then maybe the game is too easy.

It would be nice if you could jump to the menu at any time and then quit if you want.

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Music is very appropriate. Even a very small stereo effect in the soundtrack.

The beaming into other positions is great. Especially since you can also see where it's going. Adding the time factor here makes it more exciting, nice.

Something that bothers me is when I'm running along a wall or bush and false white also wants to run into the wall itself, that I get slowed down. But can also be intentional.

Maybe now and then a few goodies would be nice, so that you could protect yourself for example, with a shield briefly.

Great game! The level structure is good and varied. The comments in between from the NPC's are good, could maybe happen a bit more often.

The enemy behavior is building and works differently in radius and speed. Maybe the cook could be given a bit more randomness in his movement.

What I would still change would be that you can run in the between walls. Maybe it would be interesting if you could not only pick up the traps in the box, but also transport them (maybe it would be too easy then).

Clear menu, you know immediately what you can do. Maybe there should be a visual feedback when you select a button.