Hey! Thank you for your feedback! We really appreciate it. I am glad that you noticed the menu acting like a tutorial! A lot of people in fact get stuck on the menu.
Max
Creator of
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I am generally fond of playing minimalistic or simplistic games like this, they are easy to play, and in some cases fun. And this submission is one of the fun cases! Although there are limited levels, it still gave me joy to play seeing the character almost rag doll when falling off the platform and trying to jump my way up was fun! Great job on the game, it being made with scratch is already a wow!
It is a great game, with an amazing idea. The gameplay was fun, and having to try harder after notes reset you back in my opinion gave it quite a challenge which I enjoyed. I really loved the art of the animals. I found it relaxing hearing the SFX match with the notes hit, so great job on that too. Discussed stuff via DMs that I would change. Otherwise, great job!
Great game! Kept me occupied for a solid half hour, which for a jam game is quite rare! Its the music isnt it? LOL
Over all fund game, reminded me a little of starsector, just on a minimal scale. Great job on the game, I hope to see it expand in the future!
Issue wise, I didn't run into any issues, besides the trade route length became quite useless after 2 or so upgrades. Overall all, the SFX were fitting, i like the amount of zoom control I had over the map. Art was in line with the style of the game. Good job!
It was a heap of fun! I did enjoy the SFX and the art a lot; so great job on that.
Like other people have mentioned, the three lives representing eggs was an extremely clever move. It gets you upset when you see your first egg being taken away, but it makes you push harder to see the last 2 stay put. The mom to daughter dialogue makes you feel a connection to the character that I like!
Overall great game, good job!
I really really like the voiceover/narrator speaking. I was also planning to add something like that into our game, just didn't find time. It reminds me of "the stanley parable" super great game, and the torch mechanics of increasing and shrinking objects kind of reminded me in a sense of portal games and also gmod 🤣. I do love the menu screen, and how it functions with the animations, the style and contrast fits well together. I honestly have no negative comments about it, I just wish I could play longer!
Really really cool mechanics, it was super fun to play, i really struggled on the first level compared to the rest! :rofl:
The perspective of the game, I did actually enjoy it, made it more fun with mouse control definitely, however, lowering the camera a bit would probably solve the comments I see related to the camera lol.
Overall really fun game, I enjoyed playing it, good job! Keep it up.
I love the action, i love the music, i love the game play.
It was super fun playing it, I will definitely come back here to cure my boredom!
The SFX and the art style was really pleasing, as well as gameplay. At rare times I did encounter hitting the saw, but getting killed by it. As well as something I would recommend is mouse clicks to hit and maybe just maybe aim?
Consider looking at our game too!
I am glad that the game fits your puzzler's desires, I do wish for you to complete the game till the temporary end level, do post a screenshot and update us on your progress :)
We are still working on some bugs, hopefully after the jam or a bit later we will release a better version with hopefully more levels.
We appreciate your comment and your constructive feedback.
Regarding the puzzles, we will look into adding more rooms, with more of a variety when it comes to the scaling aspect of things. We were limited on time which caused us to make limited levels with limited little passing mechanics.
When it comes to an interaction pop up, we were thinking of having an (glowing?) outline of the object that you are looking at that you can pick up. We might add it as an additional help option, alongside hints in the coming updates after the jam.
The embed size will be changed accordingly too.
Overall all, thank you for the points, unfortunately a lot of this game was on a major crunch time.
I honestly couldnt get the hang of using the scroll wheel to zoom in and out, i think if it was "I" for in and "O" for out on the keyboard for the scale, it wouldve been much easier to play the game because its a top down game not first person game so there was no point using the mouse except for the scroll wheel. Didnt really enjoy playing but the style was nice.
I will agree with the fact that we did need some sort of UI with a button or on the HUD when it came to hints, we wouldn't be able to make the submission time if we resorted to making that work. So unfortunately it had to remain as it was, without any additional UI besides the menu. And even the menu after the build was made and pushed had an issue in it. So I do 100% agree with you that hints were meant to be put inside the game more obvious, we will for sure add it if development of this game progresses. As per the shaking part, that is only so it catches the point where it snaps into place, due to a rushed 2nd and final build, and changing anchor points in the menu, it messed with the positioning of the catch point, so the shaking is the best way to find the catch point to a naked eye.
My apologies if you found frustration in starting the game, I really hoped you would've enjoyed the game play!
There are a few known issues, we have jotted them down at the bottom of our itch.io page. Those are something we weren't able to handle in time with the submission.
When it comes to the menu, please make sure that you have picked up ("F" key, while hovering over the item) the 'start' button, which is the gray geometry at the bottom left of the title's box on the screen. Then you should move it over the text where it says "Something seems to be missing here..." and shake it a bit. It should just plop in place to where you are able to click it and start the game.
About the keys we used, we chose the "F" key as it is very common 'interact' key in games where right or left click is occupied by other tasks, or if it is a more of a keyboard play style game. When it came to scaling sizes, the speed of scaling is set to a fixed variable, where using a scroll wheel will make the feeling of scaling bigger or smaller off, you will either scroll too fast or too slow where it wont match your scaling speed; so "Q" and "E" were decided to be applicable for our use, a plus of it being close to WASD, which are common for movement, and in our case used for that.
Please do let me know if there are any inquiries. I am happy to help. :)
The ending is absolutely amazing.
I loved every aspect of it, from the 'built to scale' aspect of it to finding keys, pressing pressureplates and what not. It is definitely a really fun game that I would also play if it was a full release type game. I hope that it maybe some day goes to that point of publishing. Great job on the level designs, I would add more props around, but the SFX and everything fit each other so well. Goodluck!
Do consider visiting our game :)