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Jelly_Drawz-N-Gamez

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A member registered Feb 10, 2024 · View creator page →

Recent community posts

Got all 3 endings, but felt bad for being mean to the crush. They're too wholesome aaa

While I don't have OCD (or know too much about it honestly), I found this to be really cute! Nice game :)

The fastest time I could beat the game is 2:25 (second playthrough) :)

Played through the game twice, here are my thoughts:

1) The game is very simple but I didn't find it boring. It was more fun playing the 2nd time to see the fastest time I could get.

2) I am comfortable playing it but the sound that plays when activating a trap always jumpscares me haha. Maybe that's just me though :p

3) The last room (level 5) is very difficult, unless you're playing through the game again and/or have good memorization skills. I don't have a lot of knowledge on what RPG Maker MV can do, but is there a way to change a trap after getting caught in it? Maybe turning it into a red circle instead, so the player knows they've tried it already and that they should avoid it. You don't have to add this though, it's just a suggestion.

All in all, I like this game, wish you luck on any more you make in the future :)

Hi! I tried the game out until I completed 8 orders. Here's my feedback on it:

1) I feel like maybe after the first 3 orders the game starts to get boring and repetitive a bit. Some of the customers are repeating too (I had 3 instances of the person who wants lavenders for their wife). 

2) I did feel a bit relaxed while playing, yeah. 

3) Yes I definitely think some sort of progression would work well with this game. I think a day to day thing would be cool to see, every day having 5-10 different people/scenarios. And as you said above, a ranking up system could work along with that.

4) Since different people request different flowers, it'd be nice to see the different flower icons next to the three actions you already have. Then you can click or drag the flower to make it appear on the soil. That way there's more interactivity. I'd also like to see a more visually appealing background or have some music/sound effects for the actions. Anyway these are just my suggestions, I hope you enjoy making the game however you'd like to :)

I really like this! I also appreciate how there's a yellow slug to show the player how to use the mechanics. I'd love to play the whole thing when it comes out :)

First of all, I like the style of the game and I love the option of giving the pill a hat (I see those references).  But I cannot for the life of me learn how to jump correctly 😭 I literally can't even beat the tutorial but I'm probably just bad lol. I did notice some things though, so I'll point them out. I found that the timer starts as soon as the game is opened, not when the level begins. And even while pausing or exiting to the main menu (even resetting data), the timer still continues. Also, when you hit restart on the tutorial it sends you to the 1st(?) level with the giving tree. But that's about as much as I can say throughout my short-lived journey. Maybe I'll get better eventually, seems like a good game though :)

Hello :) I'd say your first attempt is pretty good. I did two playthroughs, the first I got defeated and the second I had victory.

Gameplay- The first time I played through, I didn't really know what I was doing or what was happening when the other kingdoms were having their turns. But after some time I figured it out. I think some things could be explained so the player doesn't get confused, such as the numbers next to the units and what makes them increase/decrease. Also, this is just my opinion but I feel like the random distribution of the reserves is kind of inconvenient sometimes? It's alright when my territory is small, but when it gets larger it seems to take a long time to move them across the map if needed (since you can only go one square at a time).

Graphics- Very simple, definitely works

Bugs- I haven't found any, but one thing I'd like to suggest is showing the victory text as soon as all castles have been captured and all enemies have been defeated. With nothing left on the screen, the player might be confused on what they should do (I had a moment like this in a Fire Emblem game and I was definitely confused when that had happened lol).

Strategic depth- I'm curious on the probability of the player unit defeating an enemy unit. Is it a 50/50? Also, one unit can take out multiple enemies in its turn, which makes the game feel more on the easier side. The game also gets significantly easier when a castle gets captured, since no more enemy units from that kingdom will spawn in. But overall this is a pretty decent game, keep it up :)

Hello! Stumbled across this and decided to try the game out. I think alchemy games are pretty cool and adding AI to it definitely makes it seem more interesting! Though I can't seem to combine the elements for some reason? (It's stuck on "Combining..." indefinitely and I cannot make anything else afterwards.) And no visitors are appearing either. I'm not sure if this is a problem being caused by the use of the AI itself, but I thought I'd point this out because I'd like to play the demo in its entirety :)