Thanks!
That is a really good suggestion. I wish I would have thought of something like that during development.
I'm glad you enjoyed the game!
More graphics were something I wanted also, but I didn't end up having time. I had hoped to have a simple scene of your coop with your hens wandering around in the background, but didn't get there.
UI sounds/sound effects were also something that got bumped due to time.
Thanks for the feedback!
I'm glad that you found it relaxing and fun to increase with hens.
More of a strict conditions and some more chance of loss does make sense. I didn't get there for the jam, though.
The main reason to not sell all of your eggs is that you can get bonuses for selling 6 at a time that are the same color or same size, or both. The bonuses are pretty big, so I think that you could ramp up money faster by storing them to sell with bonuses. That was the plan at least. Of course, I didn't do a great job of making that clear for players.
I did get it to run in the same way that Swynfel mentioned.
I realized there were some things that were not immediately obvious at first, like the directional sound and the moving/carrying of the block/object. It looks like the start of something pretty cool, and some good learning with building blocks. That's always good.
This is very cool. I really like this idea and this design. The game was a bit difficult to understand in the beginning, and some of the things were hard to figure out/discover, but the crafting interactions and the menace of the fire and hunger and tiredness are great.
Even after discovering things like fire and baking bread, the game was still quite hard for me. I feel like there may be some tricks that I'm missing, but I haven't been able to even make it to the river so far. I feel like this is one I may come back to in order to see what other interactions I can explore.
You achieved a good spooky feel here. I like how the dog works as a companion. Good tension of having the flashlight on vs. saving batteries.
The edge wrap was interesting in this one. I think I like it, but it did make it a little tricky with the mouse-based aiming of the flashlight.
I did have a little trouble telling when I had "caught" a ghost. Sometimes I held them in the flashlight beam and then they seemed to disappear, but my score didn't change and they reappeared soon after. Some indication, visual or sfx or both, would probably help with this.
Good game!
I like the idea here and this is a fun game. The ghosts definitely add to the spookiness and feeling of threat.
I also had some issues with the controls. They are a little bit difficult to get used to, but it's possible. But I also found that even after I was getting used to them, the steering had some problems. When I would release the steering, sometimes it would snap back to steering just to the left of forward instead of straight forward. That led to some difficulty.
I also had some issues with the auto-zoom. It was frequently hard to see what was required at a house without driving right beside it.
Still, this was fun, and good atmosphere.
I like the overall idea and the art you have here. I got up to 20/15 a couple times. I'm not sure if the plan was to have levels on reaching the goal, but after the big mammoths came it seemed about impossible.
The mammoth corpses having physics makes this a bit more difficult. That may be intended, but it definitely can make movement difficult.
Nice high score! I'm glad you had fun with it!
Your notes about the slow speed and wasted time make a lot of sense... that's something I wish I could have addressed, but I felt lucky to just get something built and submitted that worked. :)
I hope I'll be able to continue in future jams and work to make better and better games.
Cool game. The variety of movements for the bread character was pretty impressive. The trash was a very nice touch, and this was a great job of Hey! Listen! The puzzles were pretty good, and I enjoyed the boss fight quite a bit.
The controls were a bit frustrating at times. The moves that the character could do were varied and very interesting, but I had a hard time consistently executing several of them. That may have just been me failing, though.
I'm glad I played it through to the end. Very well done.
Very cool concept, cool art, nice design overall.
I was a bit confused at first. It took me longer than it maybe should have to realize that my F key was also an attack. That was pretty fundamental to moving along, so I was glad when I realized it.
I didn't use the cheats at all.
The boss fight bugged out for me. I died and was returning up to fight again, and accidentally hit the boss through the wall, then the boss stopped moving and took no hits.
Overall, fun game!
Fun game. Great use of the three themes.
I didn't use any cheats at all, so I'm not sure about those.
The ghosts can be a real challenge. Difficult platforming at times. I think I was misjudging horizontal momentum at times, making the platforming a bit difficult to get used to. Some indication of the floor being death in the 3rd part would be nice, but it's quick enough to figure that out.
Overall, great game!