Cool gameplay loop, but a bit tough to know where the hitbox of the fish is compared to it's sprite, especially for the big ones, i was confused on if i hooked them or not. The different knives upgrade were really cool and it was satisfying to do it with the claymore. One issue i had that blocked my progression was that i coudln't feed the krakens anymore, pressing E with meat wasn't doing anything at all and it kept my blocked from getting more gold. I don't know where the issue came from, if i spammed E too much or if it's something else.
Besides that, it was a fun little experience!
Wattmole
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Simple but strong concept, the artstyle was amusing and chill, so was the music, the levels were cool and discovering new mechanics that were present since the beginning but necessary throughout the levels make the player really feeling like they improve and get better, super satisfying. I got stuck on lvl16 and had to go but it was a cool experience!
Really cool mechanic of letting the players move the different block themselves and showing the names of the ones who moved a block the latest. The pixel art and the music are cool and the different blocks properties were simple but clever.
The only little issue i have, same as some others i saw in the comment is that when you reach the top there is nothing after the animation of the player character disappearing, no winning screen, no fading to black, or sound to let the player know that it ended, even though it feels like it. I expected something to come or that i had to do something to get a proper end to it, as i reached the top i saw one of the pillar having a block on top of it, the one in the middle, at first i thought the climb would continue after jumping on top of it or that it would be the end of the screen and game after jumping through it. Maybe adding something like mentioned above? the last proposition may not follow the idea you had in mind with what the animation of our character disappearing might means though.
Really cool platformer game with a neat idea!
I'm sure a lot of people wanted to play some of their favorite songs in Deltarune after the minigame in chapter 3, you deliver that in a really neat way, i thought the number of map would be limited but clearly not the case, impressive work, i hope Toby or his team sees this and implement it in the game if they are not done on it themselves for chapter 6 or 7 ( but i doubt that) because it would be really cool seeing this feature in the game and you already made goodwork on it! Congrats for all the team and cant wait to play Running sky and Flower Man next time!
I wondered what the gameplay loop would look like and i must say i'm impressed. i got hooked really quickly and it was the perfect gameplay mix for me, really cool idea you had mixing rhythm game element and roguelike this way. The active and passives were well designed, haven't tried the one were enemies fall in love but it was a cool gimmick to offer a way to play more stall. The music was cool and didn't fell repetitive either after like 20 minutes playing, the design of the enemies were diverse and cool, but the final boss wasn't really threatening or odd looking like the other ones for me, i had to squint my eyes to see their animation when they attacked to see what they were looking like and it wasn't that special as the final boss for me.
Really glad i got to play the game, again impressive work and will keep an eye on it 100%!!
Cool little experience! The atmosphere is really cool and captivating, the camera angle are awesome and helps creating a sense of tension and feel unease. The story was cool too and progressing through the game felt natural.
Only small issue i have is that we can pick the same item as much as we wanted it seems, like the photo inside the house or when you create the potion and Margarida gives us the petal. You can just inspect the photo again and it will repeat the same sequence as much as we want, and talking to Margarida again after she gave us the petal result on her giving the same dialogue and same item again, where i expected the photo inspect spot not to be here anymore. And Margarida to repeat her last line of dialogue, or just a line about us going to her house to pick up the gardenhouse key.
Otherwise really cool experience and impressive work considering the 75% of the game done with only the mouse!
Hi! I tested your game yesterday and nearly reached farm lvl 5 and wrote the things that stood out for me:
The prompt for calling the farm name is centered to the text box but it shows over the rest of the "What will you call your farm" text, over the "ll your farm" part to be precise, i expected it to not hide or make any other text in the text box less readable.
The text box in the inventory menu for "Seeds", "Buds" and "Plots" are not aligned the same, the size of the "Equipment" text is not the same as other text and isn't very pleasing to see.
When clicking the "Build" option in the inventory, the Build menu appears, but after choosing either the "Move Object" or the "Pick up Object" option, a small dark rectangle appears at the bottom right side of the screen with nothing written on it.
I cant interact with any other building or the pond after that, only with the phone with no issue. When i hover near it, the opacity of the rectangle change, implying that clicking on it does something but it only makes the rectangle disappear with nothing happening, i can interact with the buildings and the pond just like before this event.
When clicking on a object i can move in the game like the "Planter" the menu for changing it's place appear but the position of the object is a bit under where it should be, and a little more to the right also, making it weird at each change of position, even if getting more used to it. Also the menu "Rotate(R)" has a change of opacity when hovering over it, expecting that the item will rotate and kept inside the moving state, but it only drop the item where the cursor is, not being able to interact with the "Rotate" menu or making the item rotate by clicking on the box seems more expected.
Placing "Planters" on the side of the garden where the pond is is possible, but it seemed not at first, since the grass at this place was restricted by the pond
When planting a seed, i can interact with buildings, going inside their respective menu and also move other object like the "Planters", i expected that i was only limited to place the seeds or exit the planting state
When moving an object, if i click on the rotate box, it places the object where the mouse is, but also it seems that it keeps the game in the moving item state, while being able to still access buildings and other things like planting seeds. I can move object by just clicking directly on them instead of going to the "Move Object" menu.
If i try to plant seeds in this state, it just grab the object with the seed still in hand, making it impossible to plant the seed. If i hold a planter this way and click on top of another one, i can plant a seed inside the one that is under it, i can also place a planter on top of another in this state.
To exit this state, clicking the black box with nothing in it while inside the "Pick Object" or the "Move Object" menu seems to fix it. I had this interaction before planting a seed so i thought that i couldn't do it, or that the way to do so was not intuitive and not well explained.
When a seed is planted, if i click on another tab of my navigator it freezes the game timer, i hesitated if it was voluntary or no, since i thought the game was similar to an idle game with the waiting i think that having the game timer runs even when not the principal tab better
The sprite for the bushes at the border of the screen is cool for the one at the bottom, but the rotated sprite for those at the right and top side seem out of place, even if a bit funny
When a plant has finished it's growth and is ready to harvest, adding a notification telling the player that it's finished would be a good thing, since the sprite for the finished plant state was not telling enough.
Inside the "Orders" menu, having the number that the player has of the asked item somewhere in the window would be cool and avoid loss of time, comparing to have to close the phone menu, and going to the inventory building, then the "Buds" menu, the same could be applied when buying seeds in the shop, having a line like "Current (number) under the item or something like it, instead of counting the numbers of seed the player buys in their head.
The well seemed like an interactable building doing something but clicking on it does nothing, i don't know if i missed something about it or if it's just in the decor but it felt like it would be useful for something.
The "Mail' menu on the phone add no mail at all during my playtime, if no mails are able to be received for now i think having a "Coming soon" text appearing like for the pond or the greenhouse seems better, for now i expected to receive a mail after the tutorial mission or an order but it never happened
The "Dry rack" item seemed not like an interactable item, for me it was a decoration and not an actual important feature of the game, it being inside the "Equipment" menu felt wrong for me, even if i thought that i just wasn't well instructed about gardening. I only discovered it when i had an order that required High grade bulb by luck.
At first i thought that since it was called "High grade" it was a low chance of having it instead of a regular bud after the growth of a seed.
Maybe having the interactable building and items that are used for the main gameplay loop of the game having a little light colored shape showing when hovering over them be useful to know what they are for directly would help avoid that confusion.
The exp gained after completing an order seems too low until getting new features of the game. only 10 exp per order when 200 xp is needed for to get from lvl 3 to 4 is a bit too much, especially when i can only plant 1 type of seed. Either having the exp gained depending on the amount of seed asked in the order and more exp for a high grade bud compared to a regular one since it requires one more step, or lowering the amount of exp needed for lvl up.
When choosing to place an item in the game like a seed or a planter, the image of the item sometimes goes under the model of the pond and the fences but not others.
The plant sprite changing matching its growth is cool, and so the sprite of the "Dry Rack" changing when something is drying on it
The gameplay loop is simple but it's works well, adding maybe some sounds when planting seeds, collecting plants, delivering orders and leveling up could add to the experience and enhance the feeling of achievement and reward for the player. Curious to see what the greenhouse will be useful for and the gameplay around the pond too!
I had a fun time and the most important things for me would be the growth timer like the other said and the bug i encountered with the seed in the Moving Object state that could make the player confused
I never actually tested a game to help the creator like here so i hope it's not too much and it doesn't sound rude or overwhelming.Good luck and i'll keep an eye on it!