Unfortunately I also got stuck on the second puzzle, but being able to paint things was fun xD This is probably because I was doing the puzzle wrong, but I found it a little tedious to go back to the flower after every shot, perhaps moving it closer or giving a second shot per flower could help :D
SubtleDragon057
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I really appreciated that this game had some challenge to it. It took some work to keep up, which really suited the vibes. Definitely could feel the chaos!
Some form of score tracker, perhaps in the way of tips ?? might be nice. Make the player feel like the chaos is maybe a little bit worth it in this job! xD Great job on this game!
The mascots are adorable, I could see them shooting little suns or moons at their enemies!
This game might benefit by allowing you to swap your character using a hotkey like the Spacebar rather than using a character selection screen. Then you could have different types of enemies spawning that only one of the characters can fight. Also, don't be afraid to use free resources like Google Fonts to give your games some extra flair!
I see lot of comments about the amazing art, but not near enough love for the incredible music!! Those tracks all worked so well both individually and together. I would like to rate the audio 10/5
The only thing I don't like about the game is the existence of a button that allows muting the music xD
This genre mash-up works well and you pulled it off seamlessly! I also really, really liked the style of the title screen! It was sleek and clean while still being very playful and made for a great first impression. Adding some music to it would be icing on the cake :D
In the final version you may want to have a larger font size, and the dialogue box could take up more of the screen to help draw the player's eyes to it. Having the narration in italics would also help denote it as different from the character's speech
The game I had was utter chaos and I absolutely loved it! The visuals were fantastic top to bottom and Alvin's comment perfectly sums up my thoughts on them as well.
The game could use some UI though. Something to let the player know if they're winning or losing, and what their current state of progression is (how close to the end of the game they are: lives, health bar, timer, etc.). Great game though, it's a ton of fun!
The snapping on the puzzle pieces was very well tuned! It felt absolutely amazing. Some sort of progress bar on the bottom might help to give a sense of progression and some visual feedback of how far along a player is. Perhaps it could show a character getting older as the game goes on?
Working with a composer would really add some extra awesomeness to the game. There's some really cool music ideas that could be done with the idea of progressing through life and I noticed quite a few composers looking for teams on the Discord. Something to think about for future projects! Great job on this game :D
Thanks for checking out our game! Going over the Dragon's budget makes them "very sad" (two broken hearts) and sad dragons don't count for any points at the end. Their budget is shown under the stats panel, but that's hidden behind the outfit by default, so it looks like we need some more UI/UX work with our post-jam patch!
Also worth pointing out that the clothing items on the left are scroll boxes! At some screen sizes they align perfectly to the edges. We didn't notice this until we had an opportunity to watch someone play the game for the first time after it was submitted. Guess we should've done more playtesting!
Thanks for the feedback, you're right it definitely needs a better visual indication! The "comfort" value is reduced if the size of the clothing doesn't match the dragon. Tailoring the clothing reduces this effect.
I've added that to a 'how to play' on the game page for now, but we'll come up with a good way to show that in game with a post-jam update! :D
This concept is very cool and the music choice perfectly suited the game. The artwork is magnificent, though the bottom effect became distracting pretty quickly. Having that effect build up slower at the start, then quicker near the end could add some urgency and thus make the meeting of the two sides feel that much sweeter at the end. Absolutely love this game! Great job.