:0 omg thanks!! Somehow I never saw this
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You and me making games about colour-breeding that people find confusing xD
I actually think I was starting to get the hang of it but then I accidentally quit whilst closing a menu and got sent back to the start ^^; Really neat little game though, I think it was mostly confusing as to what seeds were different and why, and why they wanted different things. But once I sort of figured that out it mostly made sense. Great sound design, and a lovely concept.
Puzzles like this aren't just hard to solve- they're tricky to design well, and you did a great job. I was totally enraptured up until around 18 when I had to stop to eat dinner. Simple presentation but works in the games favour as it doesn't get to crowded, shame you were limited by the web build for your visuals but I found it a nice meditative experience. I really appreciate that the aberrant tiles still had set tiles that they changed, meaning it was still a puzzle game with a definitive answer. I actually took the longest to solve the 'traditional' level though xD.
I couldn't make the bread Dx - So I ended up refreshing the game. Lovely art, some of the nicest I've seen. Was great to see this all come together. Nice to have a complete story arc as well, feels very satisfying in the end. My main criticism would be the walk speed- since it isn't a game where it matters when I run or not I would just make the character fast by default without needing to sprint.
Thanks for playing! Yeah I ran out of time on the tutorial lmao- it's red green and blue genes from each parent based on colour hexes so like, if one parent is FF and the other is 00 you'll get F0 or 0F. I'm thinking of maybe trying to turn it into a more fleshed out game once I have slept for a solid week lol.
Spent a good hour or so messing around and managed to get a good grasp of the regular alchemy but I can't seem to do the [forbidden] stuff- I got what I thought was 1 exsanguina and 2 dyne but it just make a raw energy potion ;;
Love the art and the theme though and the sfx are nice and satisfying. Reminds me a bit of playing Quacks of Quedlington and that helped me to understand what was going on lol. I like that it is pretty vague what you need to do because it works really well with the theme. It does feel like some of the elements like fire are a lot less useful but that is just an interesting balancing factor. Great work overall! I would definitely play a longer version.
I call my itch.io games snacks but this one was a real treat- absolutely gobbled it up. Lots off fun, felt good to get bigger and stronger and devour more highly armed law enforcement officers, which is always a good time. Only criticism really is I seemed to only have one fireball which meant I kept accidentally recalling it before it hit my target, a cooldown on the firing would have felt better I think. Hats make everything better.
Yeah it's basically genetic inheritance of Red Green and Blue genes from each parent, one of each. I should have explained it better somewhere. I'm glad you still enjoyed it haha.
And yeah there is a bug I introduced in the last few hours trying to make that menu feel less weird to click on OTL turns off all the colliders when it's active but sometimes they don't get turned back on. Last minute edits are a bad idea who knew lmao.
Super solid execution and a really interesting twist on the platforming genre. Feels good to control jumping and moving which is always the first thing I look for in a jam game like this. Nice feedback on actions and damage and clear instructions. Having the villages and NPCs gives it a narrative arc that brings it together.
Thanks for playing!
The genome is supposed to show on the right when you're in inspecting mode with the mouse (R) but it's possible that it's buggy. I definitely agree I don't like the controls. I didn't get drag and drop working until a bit later on and by that point I didn't have time to redo the whole control scheme 😭.
I'm planning to rebuild it from the ground up in a new project (if I do decide to keep working on it) since the code became very spaghetti in week 2. I will definitely rethink the controls if I do. I wanted to have an album view as well as multiple paddocks too.
Thanks for the feedback!
Sorry I think I might have needed to put less on screen at once xD'
There's mostly not a goal though except to see what you can make. There's some request goals you can try and fill but it's really just a sandbox to play around it. The colours are based on the genes they inherit from both parents mixed together- but maybe not in the way you'd expect.
Thanks xD'' yeah it's a bit of a mess. If I end up expanding on the idea I'll add like, paddocks or something lol. And the ability to tell them to stay put (though I don't promise to make you feel good about it)
Don't hate me but I actually have no idea what you're referring to 😭- I was inspired mostly by my frustration with games like Niche or Flight Rising (kindof a game sorta) where it's not based on how genes actually work. Originally it was going to be rabbits with Bb, Aa etc. But I decided to make it more to the theme and also less complicated lmao.
Hey this turned out super fun!! The levels were genuinely puzzling and challenging whilst not feeling tedious. Story was a nice touch really helped bring it all together. Honestly feels like I just played a (short but sweet) finished little game. At the same time I'd definitely play more! Great work.
Absolutely gorgeous your thumbnail art made me feel like I couldn't miss this one. Very cute premise I love the idea of exploring the abyss that usually kills you in a platformer. I was a bit sad bc I think the creature at the end does something very cool opening it's mouth but I only got to see a flash of it before it vanished maybe cos I was playing on browser. Then re-exploring the same level from a new context was fun and interesting as well. Falling up felt a bit wonky to control but I think that added to the charm. Definitely a favourite of mine so far. Keep it up!
Looked great, loved the visuals and sound design. Mechanic was cool and worked well, getting extra shots was pretty overpowered though. Once she said she couldn't wait to rest no more enemies came and I wanted a while but nothing happened. Cool character though and cool building of the narrative through the gameplay.
Looked great, loved the visuals and sound design. Mechanic was cool and worked well, getting extra shots was pretty overpowered though. Once she said she couldn't wait to rest no more enemies came and I wanted a while but nothing happened. Cool character though and cool building of the narrative through the gameplay.
Couldn't beat the cat. Took me a second to figure out what was going on, and the fact that the power up screen would still be up but the game would start behind it was a bit annoying. Love the visuals and the way it felt to bounce off the walls, and the premise is very cool as well as a bullet hell where your attacks are also things you have to dodge (I think?)
Spoilers in comment for anyone who hasn't played yet I recommend doing so first!
Great premise! Your sound design was definitely great and the environmental changes had me on edge. There were a couple of scares that I missed I think because the web played didn't load them in time- and I could sort of tell when something was going to happen from the frames lagging but that's not easy to control without a lot of testing of the web build.
I think this is a fantastic idea and a decent first execution but I would love to see it pushed further. You mention being inspired by iron lung, and one of the reasons that game is so effective is because the player is actively having to navigate the world and interpret instructions, learning a new skill to do so.
I think there is a lot of potential untapped horror in giving a player a sheet of Morse code, and letting them replay a message while they decipher it. Perhaps having somewhere they are meant to input the result as well. Iron lung scares you by putting the 'jumpscare' moments in unexpected places so you aren't ready for them. But that is also a much bigger project idea and I think you've done a good job making something effective in the time given.
Things that were very effective for me were the widening and narrowing of the passage, and being unable to go up. There were several times though when I looked up of my own accord and nothing was there. I think maybe if the tapping got louder and closer sounding people might look of their own volition which would make it a more effective scare. I also think having something move the first time I look down would be good. The web effects looked great, and I loved the eerie light that appeared when it said 'its going to get dark.' the mis-match of information to reality instantly builds tension. Great work!