Very fun game love all the mechanics feels very good to play. I will never be rid of the guilt caused by killing even a single frog.
sneakilli
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Very cute and lovely voice and art :)
There's a small bug where you don't return to the catapult if you never leave its area, and if you try to advance the story scenes too fast it doesn't work quite right. I believe the text doesn't quite match the voice over in the last scene, too.
I had to go hunting for anything to criticise!! I didn't notice any of this in normal gameplay and I really think you've made something nice!!
<3
After restarting once, the game loaded fine.
The idea is cool, but the execution is pretty upsetting. Every time you die, you get one of a few punishments which range from annoying to gamebreaking. The worst of which is slow motion, which makes the game stutter heavily.
Like I said it's a cool idea, but the execution is lackluster. Would like to see more thought be put into the effects you receive when you die.
Super janky but there's a fun idea in here. Rotating the camera using left and right was a mistake, a traditional first person scheme would work much better in my opinion.
I kept dropping into the floor, and the flickering lights gave me a headache, so I struggled to get much done. I can see that theres a core of an idea here though! Give it some work!
I really love the idea here, but the theme really works against it. The chaos of most of your units being out of control at any given point is kind of frustrating, and around 50% of the time I ended up winning at random because one of my own units, or the enemy's, decided to burn the right square.
That said, when this game works it really works! Plotting out the right grass route to trap the enemy is fun and satisfying. Balancing your own safety with your aggression is really interesting! Would like to see this worked on :)
I like the theme of this, but the game is very hard to get your head around. At first I thought I was supposed to be keeping the bubbles away, and tried to pop the bubbles as much as possible!
Once I realised what I was meant to be doing it became very difficult to fail. In 12 (in-game) days of play I popped one bubble by accident.
The upgrades(?) at the end of each day are similarly mysterious. I'm not really sure what they do, or even if they're permanent. Would love some text in game to explain them better. I think the "Less Frustration" one reduces the bubbles in the next day, but I can't be sure.
I feel like I've been pretty harsh in this comment, and I'm sorry for that. I really think there's something here to work on with a bit more work and polish! Keep it up, and use your experience this weekend to make an even better game next time!
I LOVE this! It took me a second to figure out how it worked, but when I did, I said out loud "ohh, this is fun"
Some of the platforming is a little tight, requiring a few retries and some tough timing to finish with the minimum possible keypresses. Loosening it up a bit would be fun, but the challenge is nice and certainly defendable!
A bit of text in game to explain the premise would be welcome, but that's really a nitpick.
Excellent work! Very simple with great execution for the limited runtime. I'd love to see you build more levels!
Really love the aesthetic of this! I really love the idea of controlling things through the console, although it would be cool if the different plants required different things. As it stands you can go through just by copying in the full address list and spamming feed, plant, and harvest.
Very original, and I think there's for sure something interesting here! Although it would take a better game designer than me to find it ;)
Very much enjoyed this! Some nuggets of good puzzle design in there. It's truly impressive how many levels you managed to include for such a short jam! I got a little frustrated further in; I struggled to execute the solutions I'd come up with.
One of the bigger issues was accidentally pushing blocks too far/when I didn't want to. Maybe you should have to hold a button to push? The darker walls also confused me at first, maybe add a puzzle in before they're first used to demonstrate the concept.
Great work! Keep it up ^-^
I think the fun of the game comes from remembering where to move in the dark. Giving the player a tiny look results in getting lost and having no idea what to do, which isn't fun. I'd suggest you show the screen fully until the player moved, rather than giving them a limited time. Would really highlight the fun aspect imo