Thanks!
Tijmen Matthys
Creator of
Recent community posts
Nice concept!
I like the main mechanic of finding clues while also collecting items along the way.
Sometimes it felt frustrating when I'm searching too long for the next clue. Maybe there could be extra clues spawning if you get too far away.
The inventory, crafting, and monster fight isn't developed enough to give feedback on, but it seems like it's going in a good direction: there should be a satisfactory conclusion to the hunt.
Overall a good start, I'd say this can work when developped further.
The player immersion is on point, with all the graphics & sounds working together nicely.
I would say it's sometimes hard to read the monster type and/or the button, making the game more about deciphering what's on the screen rather than quickly reacting. Both could work, it depends on what you're going for
Congrats on the prototype!
Great animations!
A good tutorial as well, something that's often overlooked.
The sound effects could have been better, and also it wasn't clear to me that the game ended after the first boss (I was still walking around in the level looking for something to happen). An ending screen would be nice.
Congrats again on the animations!
Overall great art! It's very aesthetically pleasing. Props to Christoph!
The cutscene at the start of the game was really cool.
The music is nice & fitting, although there are no transitions between tracks making you lose immersion when the music cuts.
The controls should have been explained in the game itself though (or on the itch page) - I totally overlooked the controls screen in the main menu, started playing immediately, and was stuck with only a dash & movement not knowing what to do.
But in general, congrats, nice work!
I loved this and played it all the way through! Very wholesome story & cute art.
The mechanic of collecting attributes of an object and using them on other objects to transform is really cool. Some suggestions:
- At the beginning I was trying way too hard to pick up the branch itself instead of the flammable card. Not sure how exactly, but there should be a way to communicate the mechanic better upfront
- To prevent the player from picking up everything on their way and having way too many cards, you could limit the 'card inventory' of the player to a max number
Congratulations on the project!
The game has potential, I love these kind of hexagonal strategy games. I didn't figure out how to assign workers though, upgrades also stopped halfway. And the UI could use a pimp up, it's very Windows XP looking right now :p
Itch embed didn't work for me, but the link did.
Good luck with your game engine project!
The art was the strongest point for me, really nicely made pixel art graphics which felt coherent and relaxing, especially in combination with the music.
The gameplay could be a bit boring at some times (long walks without anything to do), or frustrating (long setbacks if you miss a jump), which is in contradiction to the otherwise relaxing art feel.
In general a nice game though, good luck with your future projects!
Peaceful game & nice concept, good job!
Some suggestions:
- Click on a tile to see what crop is there, its bonuses, and how long it will take
- Drag cards as an alternative to 2x click (personal choice)
- The random generation was my biggest frustration: just waiting all the time for certain cards to appear out of sheer luck (can take a long time), while in the meantime you're already planting things from future quests without seeing any reward. Currently it's too much luck, and not enough strategy
- Art design could be more consistent, especially the UI and its relation to the 2D art. Try to limit your font usage for consistency. It still looks good though, just some room for improvement!
- Split up the tutorial into different parts, which only appear when you're about to do the part. it was too much tutorial reading for me before I could play anything.
But overall, a nice game, I enjoyed playing it!
Last week I made a short arcade game based on the word "agility". It's about dodging more and more obstacles as you gently speed through the levels. The main goal of the project was to actually polish & finish a game, so I think I can call it a success. I made a devlog about all the things I learned or did for the first time, so that might be interesting too for some of you. Also, feel free to give any feedback!