Nice game. Fun despite the gloomy setting 😇
I like how some scenes have a different perspective.
Sometimes, it wasn’t clear where a path was and where an obstacle was.
The visuals look great. Even a demo already creates an authentic and immersive atmosphere. I’m intrigued to play it if you wish to develop the game further. There’s one level now, yes?
The unusual thing for me was that I had to walk along the platform I was standing on. I would expect it to simply transport me.
A charming looking game. Well fitting music. I didn’t made it through the first day though. Maybe too much time-pressure for me.
There were a few customers left stuck at the counter after I pressed ‘retry’.
I would also make your own character a bit more distinct from the others. When watching other person play, it was not clear whoever was a MC.
Thank you for your game. It was fun and addictive. At first I thought it’s not my cup of tea, but was dragged in by the process 🤣
I notice that auto fighter, although expensive wasn’t very useful for me in the end. When a few tasks were left it was easier to just click it yourself a few dozens time more.
Yeah. Quite addictive.
Great art! I completed the demo and absolutely loved its atmosphere of mystery and tale. The music also helps to build it up. At first, it was unclear what you could do, but it was easy to understand. It’s also nice that the game feels interesting without having complex movement mechanics or tricks like in some platforms. I think this is a strong point of the game that you can employ further on–a mysterious atmosphere and natural and easy-to-understand flow that keeps you engaged.
Great classical vibes! The game feels complete and wholesome. I wouldn’t be surprised to see it played somewhere on a game console. The gameplay felt captivating because of two things: it’s challenging, and it exploits the its-good-to-be-bad-exploit. At the same time, to my taste, it’s too unforgiving to your mistakes. It’s perfectly fine for the classical game, but not my best pref.
The idea is nice. Characters and animations are cool. And it is super helpful that you have a tutorial. The game will have a lot of potential for replayability if you add a progression in the basic mechanics. Advanced minions that automatically wander around? Different buildings? Traps? It could be very interesting to experiment with these.
PS: I was looking for the fullscreen button in the bottom-right corner but found it later in the options :)
Thank you for playing! I’m glad to hear that you had fun with the game. :)
The number of furballs in your possession is indeed limited, and it is shown in the interface. It may not be obvious, but when you send a furball to a task, it then instantly returns to the tower. But if it rolls away from the map, it is lost forever. So, you need to manage and keep them busy. New furballs can be acquired by clicking on the tower. The price is 5 gold coins. This is said on the game’s page but is not apparent from the game itself.
Hi! Thank you for your feedback. The idea was to make a team management game where you have agents that could be used to solve tasks. I first gave up on it :), thinking I couldn’t finish it in one week. But on Saturday, before the deadline, I decided to try to pull it out in two days. It turned out to have a distinct flavor and gave a lot of dev XP in the process.
Hi! Thank you for playing. Letters management is kind of tedious, I agree.
As for the abilities and colors, it goes like this: each furball has a unique ability. It’s either martial arts, magic, diplomacy, or healing. And each ability has its color. Each task also features an important ability for solving it, and the pin for the task is colored in a respective color.
There must be a better way to organize this information with icons, etc., but we didn’t have time to fully develop this aspect.
Never saw a platformer wrapped in a tower. Great idea! The art is neat.
I wish I was able to open the doors to go through :)
Beetles were hard, I would say. A few times they killed me, and I didn’t understood why. I was jumping on them at that moment.
The only problem I had was that I started to feel dizzy in the end. It’s super cool as an idea for a special challenge, but playing a longer game like this would be hard.
Wizard sabotaged 275 times, trash found 386/386! The final screen was great, but I won’t spoil it here :) It’s a really lovely game with a wholesome process and environment. The main character is cute, and the process drags you in. Somehow, I couldn’t at first understand that the red things were walls. Otherwise, the art was perfect. Also, it was a puzzle about how to suck the trash from the walls until I realized that holding space actually does the trick. At that moment, I had already collected around 200 trash items :)
Thank you for playing and for your kind and comprehensive feedback! It’s really great to hear that you”ve enjoyed the game! I will be able to watch the stream after returning from the vocation.
Letting player know about how to navigate around the level, zoom in and out is very helpful, and we will try to add it to the game with the next update.
And if you liked the atmosphere and the colors then maybe you will be interested to know that we plan to expand the game to cover all four seasons of the year.
A teddy bear with a gun? Nice one :-) I like that the game doesn’t require you to make pixel-perfect jumping from the start, and In general, it offers a balanced set of riddles and parkour challenges.
I don’t quite understand the HP mechanics. It is excellent that you don’t die immediately after touching a spike, but what will happen if you lose all your lives? I did it for the sake of the experiment and returned to the lobby. Is the game progress also reset in such a case?
Also, when you lose a life, all coins respawn, and you can collect them again.
The game is fun and dynamic. Sometimes, it feels a bit unfair when an arrow shot by one of the bots or yourself reenters the visible area after several seconds of being outside and kills you. It is almost impossible to predict those offscreen missiles.
On the other hand, bots could also be good at friendly fire, which helps :)
I experience frequent lags in music and responsiveness when switching between screens.
Each indie game contains a sparkle of the author’s soul. And especially in RPG, you feel an invisible connection with the author, and this is beautiful. It is something that a player can’t really ever get when playing a standard AAA game.
Your game is filled with love and care from the very first scenes. If I were a student and had a handful of free time, I would definitely spend many hours exploring your universe.
I had only around 40 minutes today, so I didn’t progress far and ended up somewhere in the school (or was it the dorms?). At least I explored every single shelf to check its contents, and I had enough time to get myself acquainted with the setting.
The battle system looks more or less common to other games from that engine. But it’s the story that actually caught my attention. I appreciated that the intro wasn’t packed with repeated battles, and instead, I could immerse myself into the narrative.
It’s an RPG Maker, correct? I’m not an expert on that engine. So, I’m unsure if I should give credit for the visuals in the game or if you were using an asset pack. Nevertheless, everything feels very well put together. Every detail matters. It feels that you really live in this world. This immersive atmosphere of a well-thought-out world and the intriguing story are the key strengths of this game.
Best luck!