Adorable.
Kimzalabim
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Edit: It seemed like a bug (haha); the bugs that were supposed to show up on the leaf near the pumpkins did not. After i restarted the game they were there and i could continue :D
The music was nice, and the different turrets looked cool. I had a hard time keeping up what was going on; where are the bugs coming from? Do i have to pick up the produce that was growing over time? Am i losing anything for not stopping bugs on time?
I did not know what i could do with the pest spray and bug weakener, since it looked like i would be able to place them somewhere, but i couldnt figure out where.
Despite these things, i thought the game was neat, original and funny. The ending made me laugh.
What a cool and original concept. The artstyle is solid, and i think you guys made a cool use of the magnifying glass.
Sadly I couldn't progress beyond the tutorial where it asked me to look at a specific leaf (i'm just stupid). Causing me to go around the garden, looking at each leaf, including trees.
Such a nice little concept. The music, worlddesign and especially the artstyle sold the idea of a sneaky little mouse (ratatouille vibes). The character design especially were very nice.
In terms of level design:
At times i had some difficulties finding my way around the level, (only to discover at the end i zoom out haha), epescially when making certain jumps; leading me to have some difficulties on where to go. Some signposting could greatly help this (If you look at the platforming sections of Doom (2016) they put green lights on each thing you need to jump, clamber and climb onto. Or Mirror's Edge where anything interactible is made a bright yellow, red or blue color. Or you could something more subtle).
Lastly, the layout of the level (and how i progressed through it) was slightly confusing, perhaps you can look at how other games structure this (completely linear, a central hub with different sections, something in between, etc).
I do like how the different set pieces (balls of wool, swinging lamp, and pushable broom) fed into the gameplay, that was nicely done.
All-in-all, very nice :D
A super sweet game/interactive experience. I love the concept, the music, and the visual style is fancy and works well with the rest.I especially enjoyed seeing what each planet did, looked like, and reading their little descriptions (well written, and the star wars reference was funny).
I'll admit i didn't always hear the difference adding or removing a planet made, but i may have been too busy trying to see all of them.
I think a minor little detail that would've been nice, was the planet icons in the selection wheel, reacting to you as select them (a small outline around the icon, the icon changing in size, or the icon having a little animation for example).
Besides those things, I don't have anything to critique really. Its a solid concept, and there is loads of room to expand with more planets and additional things. It's cool how after playing around you end up with your own solar system (as advertised).
Super sweet!
A small and simple game. The style is very striking, and the fits the concept well.
However the use of sliders broke that style a bit, and got confusing later on figuring out which slider controlled which furniture object. This was a little frustrating at times. It was also a little unintuive and difficult to get exactly right.
Since you guys have such a nice style, maybe there are ways to incorporate the ui, and gameplay controls into that style (sliding the objects directly to change their sizes? Holding them and then pressing q/e to shrink/grow them? etcetc).
Nice work regardless. I can imagine it being an almost therapeutically chill experience :)
Nice and relaxing mild management game. I think the artstyle sets the vibe well.
For things like this, little flourishes go a long way into selling the vibe even more. Little humans or creatures walking around and doing their own things would go a long way into making the island feel a bit more alive. Ofcourse, as mentioned on the page, it would be cool to have a bit more going on in terms of choices, buildings, maybe some goals. Having to place your buildings well (a woodmilld/quarry should be close to resources, and need a house to be build) already gives a nice strategic element to it.
It's a nice start. For what it is, well done.
Very creative take on the theme. The subject of quantum mechanics, and choosing to visualize it with a deer is original and somehow very fitting.
In terms of game mechanics, i was a bit at a loss of what i was supposed to do with the qubits. Some more tutorialisation (for slow players like me) that introduces things more gradually might help that. I also died alot in the first level alone. Something you often see in tutorials of games, is when players get taught a new mechanic, they are tested by the game in a safe environment first, before testing them "for real" (such as having no enemies, or more room for error for the player). This lead to some frustration. Go easy on new players!
Despite this, i can see a lot of passion went into this, and there are alot of small touches in the details everywhere that show care. Nice work.
Nice work, it's pretty well polished. I especially like the musical notes when you change size, and the little cloud puff when you zoom by when small.
I found having to slide the bar, while using my keyboard keys to move a little unintuitive. Perhaps finding a different way for the player to control changing their size (such as q/e) may help the usability a little.
Also appreciate the inclusion of a tutorial, that's always nice.
Good work.
Cool! Nice Zelda like puzzle game. The music and artstyle feel spot on, and it's impressive to me how many mechanics you guys managed to fit into the time span of the jam. I also appreciate the tutorialisation, always adds alot of quality to a game. The character remaining either small or large when going to the next room was interesting too; something i can imagine has a lot of interesting puzzle possibilities to it. In terms of level design, i like the showcase of the many mechanics, but i felt like there was still some potential there with the interplay of growing big/getting small within one room to solve a puzzle (this mostly for potential future continuinations of the game ofcourse).
Some things of note: there was one level where the surveilance camera's caught me through a wall, and there was another level where it seems like i skipped through the entire room by just walking through the spikes on the bottom while small. That being said, I have very little to critique.
Overal, very well done! I enjoyed the puzzles, the style and the music alot.
Such a strange but cool little experience. I like the choice of not using words or anything really to make anything explicit about the world or story, but instead have me, the player just feel the vibes. To that end, i feel like the environment, (the fog and light worked so good), the camera angles, and the music really served that goal well. The sea slug control is funny, and it's design quirky (kind of like the Chums in Sable).
I started to really get into it once i entered the second area, so I wish it was a little longer, but I understand the time constrictions of a gamejam. If you guys ever consider working on this for more, it might be useful to find a narrative structure that works for the game and supports what you guys want to bring across (a beginning, an ending? Where are we going and why?).
Again, a cool and atmospheric little experience. Great work on the music as well. :D