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treesarefood

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A member registered Dec 21, 2019 · View creator page →

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I think you absolutely nailed the pacing in this one. I've seen the core mechanic a few times so far but the mechanics you introduce on top of it are so original and creative, definitely the best I've played! I especially like how you flip the expectation of fire to actually be a good thing. The only thing that might be improved is moving around the areas which felt a bit awkward sometimes. Not enough to really deter from the game and I honestly wouldn't know how to make it feel a bit easier. Maybe click and drag? Overall fantastic job and fun to play through!

Kudos for making such a mind bending game but still keeping it intuitive. Usually in these kinds of games I end up getting to confused but I was able to work out what was happening on each level with enough thought. The last one in particular was really tricky but made me feel so clever when I solved it! The only thing that confused me at first was the missing piece was so small I didn't know it was there at first and thought I was just randomly beating levels. Even without music or sound this is a 5/5 for me, the narrative certainly makes up for it!

This is such a chill and charming game and your presentation was flawless, even on the game page! One thing I might consider adding  is a way to undo connections while making the constellations. I am kind of torn on that though because having it be permanent as you build adds to the "go with the flow" mood of the game. Great work!!


Also I present to you "The Fantastic Boy Sky":

Over a super soothing and smooth presentation, nice work! I found the atmosphere along with the text to be pretty meditative and I'm wondering if you'd try to push a narrative with it if you added more levels, I think that would be awesome. One thing I was confused on was the combat system, I don't know if I missed it in the tutorial but it seems a bit random and a couple times I'd lose 1v1 fights and wasn't sure if I was doing something wrong.

Best art so far I've seen in the jam but I'm biased toward cute blobs. Super charming!! Jumping could use a bit of a buffer as jumping off platforms was difficult at times. The collision bug caused some of my blobs to float off out of the map :( . Still it was fun running around and shooting out blobs to reach higher places!

Cute art and easy to understand mechanic! Definitely interested to see more levels and exploration of the mechanic. One suggestion for controls is to make the collision boxes a bit smaller because on level 1 I found it kind of difficult to squeeze into the narrow part.

Love your art style! Using the stick to jump around is such a fun and interesting mechanic too. I wish there was a bit more of it because once I built the hammer I found it hard to control. Is there a way to switch between tools?

My favorite game I've played this jam so far, simply addicting. I think the tutorial went by a bit to quick and I died a few times till I got it, but when I did I could not stop (I'm going to have that song stuck in my head all day)!! My high score was 1m 2 seconds. One improvement I'd suggest is being more forgiving with the time Top can jump again. Sometimes I'd click right as he hit the ground and he wouldn't jump which was a bit frustrating. The aesthetics are simple and cute. Fantastic work!

This game is absolutely stunning! The is one of the most interesting and intuitive UIs I've seen in a game.  The concept was a bit tricky to understand at first but I'm glad I stuck with it because it was so rewarding once I figured it out.  I think if you hand held the players hand a little bit at the start it would be helpful in breaking that initial friction. After that exploring what makes what through experimentation is satisfying and the entire aesthetic makes the experience super relaxing.

Absolutely hope to see more of this in the future! A 10/10 for me.

Overall I think the game looks great and the aesthetic is cute and well polished. Unfortunately I wasn't able to figure out the controls at all. A tutorial and some easy (really easy) starting levels would help a lot. From the screenshot it looks like a lot of fun but my brain just didn't "get it".

I honestly wasn't expecting much at first glance but it was really fun! I definitely see this being super engaging and addicting with more polish, perhaps some swinging with the tail?  You definitely found a cool mechanic and your dev art is super cute, good job!

I love the spifins!! So cute. The main mechanic is really neat and it would be cool to see more puzzle elements in the future such as switches for the big spifin to sit on. One thing I found really frustrating was the big spifin jump height. It felt really unforgiving at times and if he jumped a bit higher it would be lot smoother. Overall a cute and fun!

Simple and intuitive mechanic but with some tricky puzzles in there, great job! I also really dig the soundtrack just wish it didn't restart every time you died. The aesthetic is super cute!

I think this is a really awesome take on the theme and the vibe of the game is super chill. Like others have said making the amount of moves shared would add a lot of depth.  Something else to consider would be having the maps join up and not allowing the laces to pass through each other which would make it harder to tell which lace goes to which coin. I think this game has awesome potential if you keep working on it!

The asynchronicity of the characters is really cool and feels very intuitive to control. Right now I think the best strategy is to keep both ninjas in the middle to which allows you to ignore towers almost completely. I might try to spice it up by forcing players to move away from the middle. One way might be having a tower in the center and two ramps at the far sides. That way you'd have to move both ninjas to the far sides in order to carry the rope over the tower and force a trade off between staying near the center.

Such a super cute art style! You did an awesome job with introducing the mechanics at the right pace. Fast enough to keep me interested but not too much at once. The way you introduced them in the level design was spot on. Great job!

Really dig the cute and spooky aesthetic. The control pads are cool but frustrating at times. I think if they instantly activated it would make it a bit easier to control. Crazy meta mechanic with a meta take on the theme. Super creative!

The aesthetic is really awesome, good job! I think the main mechanic was fun and you did a great job ramping up the difficulty over the course of the game. The boss was still too hard for me to beat though.

Really addicting once you get into a flow. I think being able to make and shoot colors while you already have some going out would really help with the pace of the game. Cute aesthetic!!

Cute and simple, pretty fun! The getting too fat mechanic is kind of confusing because I was expecting food to be good to collect.

One more thing. I think in the falling section I was hitting J a tiny bit to early so it felt as if the press didn't register. If you increase the pick up range on the gems I think that would help as well.

Tricky at first but fun when you get the hang of it! I might suggest making the switch between snakes a little less abrasive (with the screen shake and sound) and also reducing the cool down on switching a bit. Having the trucks fade out while switching instead of just instantly disappearing was a good addition!

So I played through again to check and playing those first levels again after mastering the mechanic is SO much fun. You guys did a great job! On my original play through I got stuck on the second to last level but the one in the screenshot also caused me some trouble. To me it felt like the controls were unresponsive.  Playing the last level, which is supposed to be a freebie I imagine, still gave me difficulty but I think it illustrated the problem. When you're re-joining (as the orb travels to your spirit) you can't split but during that time I am often hitting J and expecting too. The player loses all control in that time which makes it really hard to chain together tethers. I'd suggest just being instantly teleported to the spirit or being a lot more generous on the time when you can re-tether again. Hope that helps!

I won't lie I hate puzzle games so for this jam I mostly pass them up, but your game does so many things right! When I figure out a solution its super fast and satisfying to execute by clicking through the chain of blocks. The mechanics are simple but make for really complex puzzles. I think what does it for me the most is you can try to brute force puzzles when you get stuck. Randomly trying things doesn't usually end up in a solution but a few times it helped figure out what it is by experimenting.


The only downside is what others have said, the tutorial was long and gave away mechanics for free by sort of explaining what was going on. I think the idea is so intuitive you really only need to introduce each block type and then start from there. I would LOVE to see more from this game! I think a cool addition would be a timed mode where the goal is to solve puzzles as quickly as possible, because going from "what the heck is going on?" to "OH" and rapidly clicking away blocks is so satisfying. Great job!!

The aesthetic is so cute and charming! The artstyle and music really sell the GB vibe and the mechanic is a really neat take on the theme. It's like if mario odyssey was on the gameboy.

I could imagine this being so much fun vs a local player, but playing against the AI was fun too! Awesome polish and super satisfying to score goals. Great work!

Very cute and original take on the theme

First level could use more of a gentle warm up to the mechanic but when I figured it out it was pretty fun!

So simple yet SO addicting! The art, sound, and theme of looking for matching socks all come together so well, great job!

Lots of depth with such a simple mechanic, really unique too! Could be more difficult.

The main mechanic is pretty fun, but breaking the chain accidentally is too easy. Wish it didn't kill you but instead just kept them bonded. A nice mix of puzzle and platforming!

Killing enemies was really crunchy and the shared ammo and health was a neat mechanic. Would be fun with some more depth like power ups.

Really great art! Like others have said its hard to remember what colors next for each gem.

Nice simplistic aesthetic. Could be more difficult and could use more block types.

The music track was sick, nice work! First level was too difficult.

Super charming and a surprisingly dark theme. The main mechanic was really fun! Every time I reached the end I would die as the spirit came back down so I never got to see the ending :(

The premise seems really charming but I couldn't figure out the objective.

The art is super charming! I see why the energy mechanic is there, but you can still abuse it by resting-spinning-resting fairly easily. Maybe it needs to recharge slower? Overall fun mechanic!

Tricky at first but super fun when I got the hang of it. Sometimes you can accidentally pick up a color because it spawns right next to you which is frustrating. The start screen basically being a little tutorial was super neat and fun to play around with!

Great art and animations. Carrying around dead bodies is so brutal I love it. It can be hard to control when they die though.