Thanks - yeah you're probably right. I had some houses but probably not enough for the population I had built up
masa
Creator of
Recent community posts
First time I tried, I didn't get very far at all - I just ordered people to make some fields, some houses, some guard. But then after a few turns I noticed there were no more people (so I assume they were killed by the enemies?)
The second time I tried I did something similar, but left a few people idle, so this seemed work a bit better (I'm guessing they can only either fight or do the assigned task, so I shouldn't give orders to everyone?) - Unlike my first try the number of people increased and the area they occupied grew. But after a while it stagnated - I seemed to have a lot of people standing and doing nothing, while only a few were fighting. They got outnumbered eventually, and suddenly the game ended (so I assume they were killed?) I'm assuming I can fight off the undead by building barracks and setting up guards, and maybe the church, but I couldn't figure out how to effectively manoeuvre the resource to fend off the undead.
Hope this helps
Despite the cheerful visual, I felt there was an air of melancholy (maybe because the characters keep talking about the void). At first I thought there was only one conversation per NPC, but was pleasantly surprised when I found that the conversation changed depending on the progression and /or how often you speak to them.
With the main protagonist, I originally thought that it continued to face forward when it was facing away from the viewer - but I see that it is facing the correct way, though maybe the angle is a bit strange. I think it might be more natural just to see the back of the head (if it looks too simple, maybe you could add a tail on the back)
The explanation 'Pigs are just pigs' made me laugh lol
Being a bit unfamiliar with the genre made this a bit difficult for me, but I can see a lot of effort was put into explain things, which helped a lot (found the low make voice alongside the lady cat assistance a bit jarring, but in some ways this also adds to the humour)
I liked the music and the atmosphere! At first i didn't realise why I was dying, but then eventually realised the warmth counter - perhaps this could be like a health bar which gradually depletes instead of just text. Also I think it would make more sense if the cat froze when warmth is zero, rather than bleeding.
I liked the intro, it set the scene very well (and good that you have options to skip it too). Thanks to the intro, I was able to understand what was going on even with the simple graphics.
Until I read your notes I couldn't understand why I was involuntarily moving sometimes - I'm not sure if this is required.
I sent you the video on discord (you're Teshpopo on discord right?)
I probably should've added that I'm particularly sensitive to motion sickness, so I sometimes feel this on games when the camera moves up and down rapidly. So to clarify I don't think it's a bug or anything, it's just the combination of the dog's movement and how it links to the camera position.
I found the idea of cows being the source of money being funny (cash cows!) - perhaps if there were ways to encourage the dogs to find the UFO it would be a smoother experience (I found that often the UFOs, the cows and the dogs ended up not finding each other - I felt like the only way to get the UFOs were to add many dogs to increase the chance of them attacking)
Nice cozy game - I enjoyed the vibe. I also thought the mechanics for fishing was cleverly implemented. As a minor suggestion for improvement, maybe a way to close the UI by clicking on a cross rather than esc would be more intuitive. I think sound effects in response to something happening (eg each time a small task is complete) would be a positive addition too.
I liked the concept of aliens scanning the animals - I can imagine it being expanded so theres different levels involving different biomes, and different animals having unique movements. Also I guess there's nothing stopping users from just clicking rapidly without consideration, so if there's either reward for efficient scanning or punishment for scanning the wrong thing it would add another level of gameplay.
I really liked the graphics and the music! Also the tutorial was a nice touch since it takes some learning. I personally found the difficulty level a bit too high (I can manage the coffees and the cakes, but the sandwiches were really difficult to prepare), so perhaps this could be adjusted by making the kitchen smaller and/or updating the UI to make the preparations a bit easier. For example it would be helpful to know what is on the sandwich table while food is being prepared, and perhaps allowing more things to be carried in one go.
I liked the style and concept of having a puzzle element affecting the garden element! I couldn't sometimes understand why I was getting some of the items in the farm, so perhaps this could be made clear by showing some update while being on the puzzle mode. Some interaction between the farm and the puzzle could be interesting too. To nitpick a bit about the design, I originally thought the mouse was an enemy or something that was disabled, so maybe the colour could be adjusted to fit the rest of the colour scheme / palette.
It took a short while for me to understand, but once I got it, it was really addictive. Very polished and well thought out. I haven't quite finished it yet (I spent way too much time on it and I needed to move onto other games!), but I think it was interesting to see new concept being added gradually, and subtle differences in vibe between each level created through music and texture overlay. I felt the undo feature was a nice touch too.
Control was a bit tricky to get used to at start, but once I got the hang of it it made me want to get better. I felt the flags were well placed since it allowed me to retry each section. It was satisfying to finish! I also liked the idea of having the instruction as part of the level (perhaps it could be styled to match the level). Not sure if polar bear matches the action type (I don't associate them with high jumps), but I guess it's festive!