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Playful Crow

27
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A member registered 10 days ago · View creator page →

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Nice game.

I like that there is a lot of different enemies to beat and potios to craft. It is great that the enviroment also changes.

Unfortunately I didn't get far because I was so bad at dodging the fast projectiles of some enemies, which is pitty, because I would like to see more from the game. The other thing is that it would be nice to know what does every property does - for example I have no idea if "toxic" is good or bad for me.

I still had some fun plaing it and with some more ballancing it can be even better.

Good job!

Thank you! Nice to hear you liked the controls.

Thank you, I am glad you had fun!

Thank you very much. I always liked games where you need to ballance resources and I wanted to put something like that in this game. I feel like there is totally some space for better ballancing of the ingredients properties, but I think the basic idea is there.

Thank you for your kind words! I am glad you liked it. :-)

Thank you, I am glad you liked the vibe!

Thank you! I tried to add some complexity to different combination of ingredients. At the end I was unsure about the result and I feel like the ballance is little bit off, so I am glad that you still see the depth in it. :-)

I love the concept. Visuals are nice. I didn't encounter a single bug or glitch. Gameplay is fun.

Difficulty is rather on the easy side - right now it feels like it is pretty easy to eradicate all slimes and then it is only about filling the board with no real threat. But I feel like this is something that can be easily aligned. I also see a lot of potential for this game by adding some more enemy types with different behavior. With some additional content I would happily play it much more.

Very good game.

I love the game aesthetics. I really believed I am in laboratory with all these little visual details and the messy table. Minigame with aligning the molecule under the microscope is clever and it really feels like you are "doing some science".

I also appreciate the research done on the topic (the poisons and antidotes are based on real things).

The small problem I have with the game is that there is no real ending (or at least I was not able to reach it before things started to be very repetetive - after about 10 cures sent). I also tried to send wrong cure, but there was no penalty either.

Still, great job!

Cool game. It took me some time to get used to controls to predict where to stand and how hard should I punch, but once I got there it was manageable.

I kind of disagree with game description as "fast pace" though. Personally I would like all a little bit faster. Especially when I got stuck with one last enemy in kind of stale-mate situation, where I was unable to hit him and it was little boring to wait for new bottles to spawn. It might be interesting if the poison pond got bigger when you hit it with another bottle or something.

But overall it was realtively fun.

The concept of this game is very clever.

The fast pace and countless retries kept me hooked in game (the pumped up music definitelly helped). Each level has its learning curve and it is very satisfying to discover it and finally beat the level (the "one more try" syndrome is totally there). Of course then there is this challange aspect to make it to the end with fewest deaths.

Great game!

It is so impressive that you put together this game during game jam. I love the theme incorporation, visuals are beautiful, the pressure that is build by music plaing faster and faster, introduction of new rules and twists. The time limit seems to be fair but still pressing.

The only thing that was little annoying was the fact that I had to scroll in the list of dangerous combinations - it would be much more comfortable to see all of them at once. But this is only nitpicking and no big dedal.

The game is simply brilliant and I hope it will score high - it absolutelly deserves it!

Thank you, I am glad you liked it!

It kind of helped, but there are still some visual glitches for me.

But I was still able to try it and I can provide some feedback:

I like the concept and different phases of the game. Although, it was not always clear to me what I am supposed to do. Only contract I was able to finish was the first one. I failed to figure out what to do with next ones. I might have been missing something.

Crushing herbs in mortar was satisfying. Boiling was not (it's just waiting - it might help if you needed to stir it during that time or something just to have some input).

I feel like with some tuning here and there, it can be really fun game.

Thank you! It is warm to read such supportive comments.

Thank you! I appreciate feedback on the hand size. In fact you are not only one who is saying it, so there is definitely something about it. :-)

To be honest, teamwork is not my greatest skill. :-)

But on the other hand it might be an opportunity to work on it, so I am not against the idea. Of course at the end it would be about a specific situation, but if we find some common idea - why not.

It is my first game jam and I didn't knew what to expect. The curve was basically: Having fun at start and more and more panic as the deadline started to get closer, which is no surprise. Last two days were worst and even that I normally sleep long, I was suddenly wake at 6AM and can't fall asleep as I was thinking about the game and all things I needed to cross out from the original scope. But it was totally worth it - it's such a great experience.

My two tips are probably these:

1) When you are stuck on something, switch to another task before you burn out. This applies more for solo devs, where you have to handle all the aspects of the game and you can switch between code, graphic and game design parts. And when you have nothing to switch to, just make a little break, go on walk or something.

2) Make a solid bandwidth before game jam end to check everything works with your exported game. There are some things that might work in debug, but can ruin all your effords in production.

Hi. Have you correctly set viewport dimensions for HTML version? I can't see the whole game and it is not playable.

The idea of goblin saboteur infiltrating enemy base is clever.

I appreciate in-game tutorial.

Game is hard - I understand it is as designed, but I didn't had enough patience to get past the enemies on second level (and oh my - how many swear words were yelled :-D). It might help to lower the stealth cooldown - especially when you can still wait for it to replenish, but there is no fun in waiting. Or maybe if the enemy spotting was not insta-death but you had some time to escape the view cone.

Visuals and sounds are lovely.

Overall - great job!

I love the aesthetics of your world. Restricted color palette works like a charm and the blue as a dominant color is beautiful. 3D models of the main character and the fox is very well made and animations are smooth.

What is little less smooth is the camera movement sensitivity. For me it is maybe too sensitive,  but it might be subjective.

I also appreciated that game has more phases with different gameplay mechanics.

Great job!

Cool little game. I had fun trying to collect potions in rhythm of the music (even when I know it is not really the point).

I don't know if its just me, but I felt little dizzy from the fast movement. Especially later in game when things get faster. Maybe it is the chessboard background or something.

Also it would be nice if the highscore was saved in cache so it won't reset when you refresh the page with game. But it is just a small thing.

Btw: The winged flask protagonist is super cute. :-)

Thank you very much for your encouraging feedback!¨

I'll definitely make a note here for potential next jams: don't neglect the music. :-)

Thank you for your kind words!

I absolutely agree with the music as a missing element and I kind of regret that I didn't prioritized it more. Well... next time. :-)

The 3D graphics is simple, but it has some strange magic that works on me. It is playful sandbox.

Personally I am missing some "challange" that will make me to think what poison to use or where to use it. For example some "friendly" animals that you don't want to hurt (Just to be safe - disclaimer:  in real life do not harm ANY animal :-D ).

Poison combination mechanic can be fun concept, but currently it is too easy to unlock all combinations. Also now you create new poison by combining two same previous one - I think it would be more fun if the combinations was more "sophisticated" (Things like water + air = fog etc.) so it can provide some joy in discovering them.

Overall I think its nice groundwork with potential. And after all - in one week nice job!

I like the concept of expansion of lit area using shoved rabbits - I think there is potential to work with it, but it is not there yet. Simple visuals works fine with the game.

What I am missing here is the poison theme and some goal (after some time new rabbits stopped appearing).

I really enjoyed playing this game. I was pleasantly surprised by replayability - from three attempts I've played, I was forced to different strategy each time. The goal of 150 points is challanging but fair and when I failed, I knew that its mainly my fault.

I am glad that you plan to extend this game further, it definatelly has big potential and I would happily play more! I feel like some roguelike deckbuilding elements could suit it well.