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jeff.neet

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A member registered Sep 13, 2015 · View creator page →

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I think Best overall would have to go to Moon Cafe, with a shout out to Frog Forage as a close second.

I enjoyed the layered interactions and the game was scoped well for a jam this size to be able to deliver the most complete experience across all of the games.  I could see what many of the entries were going for, but Moon Cafe seems to have delivered closest to a complete vision.  I left a comment on the game directly regarding some UI feedback that I think could help the player stay oriented.  Across the choice of music, gorgeous pixel art, fun blending of fantasy and coffee shop setting, lack of timers and freedom to explore, it already crafted a cozy experience even in Jam state.

I'd like to see a second pass on this one with a secondary loop for long term motivation and simplified navigation.

The bits of story in between gameplay was a nice progression, I could see how this would continue.

I like that the bunny pop can spiral out of control.  I think there's an opportunity for a mechanic that gives the player greater ability to deal with a pop explosion (grabbing more than one at a time, or more than one bunny per cage etc.)

Currently, you can end up with more bunnies than cages and it becomes impossible to win.


A larger play area may allow for a faster moving player that wouldn't feel as restrictive.

Interesting idea for discovery.

An interesting start, I can see the concept of a forage by night / sell by day cycle being a fun loop.

I'm not sure if the RV was supposed to be a long term thing but it got stuck at that initial steep drop for me.

I like the idea of trying to find / craft items with properties that fulfill npc needs.

Quick and arcadey.  Button mashed my way to victory.

The conflict of being required to cause damage, but also try to minimize it is interesting.

From the looks of the icons at the bottom, I was assuming that they were communicating the pattern of cells that would be affected.  So for the orange and black one, maybe the orange would catch on fire, the black totally destroyed, and the blue one might flood or put out an existing fire.

With the AOE represented as a large circle, I'm not positive if that's how it works or not.  My first and best run seemed to leave about 670 surviving, the more strategic I tried to get, the more died, lol.

I can see the roots of some interesting puzzle play there layering effects in the right order while being mindful of their shape.  It would be interesting to see another pass at the gameplay.

Very chill and relaxing.  No stress from angry customers is nice.  Beautiful pixel art and the juxtaposition of a coffee bar in a fantasy setting is fun.

I think you could simplify the UI by having the preparation countertop "Down" from the customer view and don't worry about the shelf space at all.

The fun comes from interacting with the machines and working through the queue of requests, but fiddling with where to put things and lots of clicks to pick up put down / arrange items feels more like friction or a distraction from the fun.  If there were a mechanic that required the counter to be cleared or cleaned frequently, I can understand the shelving a little more, but I would rather see you double down on the machines and recipes if you were to refine the game further.

It wasn't obvious to me (even after reading the directions) that I needed to go "up" from the customers twice to find the area to make the drinks, I kept trying to bring them down and wasn't sure why nothing would combine.  This could be in part from playing Potion Craft where each screen was only one move up / down / left / right from the main screen and assuming this was similar.  Another factor is probably the assumption of the order of the physical space that customers would be above the prep space, even if the storage space were above the customers.

Noted the BG music wasn't composed, but the choice fit the game well.

+1 It would be nice to see the original clue with the 2nd half since they tell a story together.

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Same
hint: LMB drag can open windows

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It's been a while since I've been that moved by a relatively low fidelity game.  Beautiful music and story.  Clear and clean controls.  Thanks for that.


(Edit: Just realized another game was open providing the music, lol.  It was perfectly paired.  Fond Farewell by Finn Truong (itch.io) )

Well done, clean polish.  The ebb and flow of music and quotes while breathing in is a great touch.

What a delightful little game, well done.  Very satisfying placement of pinwheels. :-)

Hello Mr.Dog... er Duck er... ... 😱... 💀

Beautiful artwork, Colleene, reminds me of Cuphead!

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Quite fun and very challenging to try and get all the tanks full within the allotted time.  I love the mood, music, and the hand drawn artwork.  Well done!

Very well done in general.  Requires careful planning of roads which took several failed attempts to figure out which felt like a good puzzle. 

Orrior AI seems to need a little help and the cap at 80 makes it quite hard to actually defend both sides of the base.  Either that or a bug was keeping 80 from actually being produced.  It would be nice if they prioritized enemies within the watchtower range.  Or maybe it's that the garrisoned troops aren't actually leaving the towers?  When a tower is destroyed, suddenly a stream of 20 new Orriors are produced from a fort.  Cycling through supplied forts would help rather than producing out of the same fort.  I kept having half the map cleared and the other half munching up my buildings with Orriors maxed out and multiple watch towers on both sides.

I played on Keyboard, so it may differ from the controller.  If enemies were stunned for a few frames when hit or there was a dash/block move, I think it would help keep the fighting flowing.  I think there could be something to the "try to make progress while intermittently fighting off waves of baddies" concept.  My intuition is that doubling the number of enemies and releasing them in waves, and also doubling your power in dealing with them would increase the overall fun.

Sprites looked great and the occasional spin-kick was a fun surprise.  As was the enemy's friendly fire.

Agreed, it would have been tricky to be 12.5% one color attribute and then convey to the player what that breakdown was.  Then how do you handle merging that later?  The same level requirement makes it a more clear 50/50.  Given more time, I'm sure you could implement highlighting other possible merges when you are dragging a tower, or a mouse-over tool-tip to make it a little easier to compare the level of different tower types.

Great color palette and art.  Love that merging incorporates color/attributes as well.  Well done guys!

Deceptively chill, Wander in the Dark lulls you into a relaxing fog as you wander right off a ledge. 😆  In the same way that those floating Strawberries called my name in Celeste, I found myself wanting to hunt down the extra shards (for the 1 UP) only to carelessly die multiple times on the way, lol.  The real antagonist is the calming atmosphere, much like Mr. Tumnus' pan flute.

Soo good guys, nice work!!!

I also hit the crash the first time I used pushback on an enemy.  The Let's play is a great idea to get to experience the rest though.

The mood was awesome, the dialog was simple, but resolved, the music built well.  The level layouts did a good job of giving you sneak peeks of points of interest ahead.

If I can offer any critique, waiting for all the enemies to move in series was a little rough when there are a lot.  At first I thought it was lag.  Only alerting enemies within x spaces of the player (and then alerting any enemies within y spaces of that enemy to keep your groups together) is one possible workaround.

Wow guys, this is so well done.  I didn't expect to get hit with emotion like that at the end. 👏 😭

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Delightful game, well done!  Found a sneaky little way to squeeze out an extra 50 coins on Level 23. :-)

Nice work!  Love the mood and feeling created so quickly!