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Briibot

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TimestampSince previousGameBriibot's comment
Apr 27 06:27:15 Abyss. ♥ 2 This is a really smooth looking and enjoyable game to play! I wasn't able to complete it on the first runthrough, but I'll definitely be giving it another shot! Travelling through the darkened tunnels pinging had a delightfully spooky atmosphere, though the slow pacing through rooms definitely left me with a lot of doubt about if I was going in the right direction at points, and the backtracking was definitely a bit rough when you did head in the wrong direction. The implementation of the fish searcher was also a really nice touch - Picking up 'no such result' definitely cemented the vibe for me, as well as the audio entering the boss chamber. The first time I heard it along with the weapon jam, I turned directly around and went back up into the previous chamber to handle pre-boss spook! At one point during my boss fight (after setting down and hiding in the hole with the crashed sub for a while to survive the deep sea heebie jeebies) I realized that the boss had stopped moving entirely - given that, I wasn't able to complete the boss fight, but while I was playing it, I positively loved the aesthetic! there's something incredibly good about the way you get a crisp look at it as it prepares to strike, you did an excellent job with it. I think here having a bit more speed on the side of your submarine would feel better - I definitely appreciated that it was much faster than the sub, but it also felt there were many times I simply couldn't catch its attention and then get into the proper position before it struck. Overall, a delightful game, and I love your execution of this spooky undersea adventure~! Amazing work! ~☆
Apr 27 18:30:04 12h 02m Bunny Bunny Dig Dig ♥ 1 Such a smooth and fun game! The graphics are extremely nice and polished, and the music is a pleasant jam that's easy to listen to on repeat - you did incredibly with them for the time span! Descending felt very smooth and natural, and though I didn't realize you were supposed to use the shafts to get back up the first two times I descended, I pretty quickly realized there was a way to get back up to the top alive. The town, the rabbit, and the combat all have an excellent charm to them, and I could absolutely easily see this being moved to a phone game or something of the likes - it's very satisfying to play! I did wish while I was playing that I would get the resources from whatever the bombs blew up - without that, and given I could mine through blocks about as fast as a bomb could explode, I almost never felt the need or desire to interact with them, and they were never blocking my path so wholly that I had to. I think allowing them to drop the resources from the blocks around them would cause more incentive to interact with them, causing players to have to wrangle with them more. I also ended up not interacting with the combat system much for the same reasons, given there's nothing in combat for you to get that you can't get while mining already - it was an absolutely charming system, and I'd love to see more incentive to use it either through unique drops (or enforced entire lines of monsters such that there's really no way around them!) The torch and pickaxe upgrades also felt really good to use - though I had no concerns getting to the bottom after getting the second tier pickaxe, I absolutely kept playing until I got to the top tier just to see how fast it could go! they were really rewarding trees. Maybe it's because I didn't use combat or bombs much, but the other trees felt much less impactful. What I would have loved to see would have been a finalized upgrade to the bomb tree that made you immune to bomb damage so you could, after enough upgrades, mine through them without a care. Ultimately - excellent work! It's a beautiful game that's very enjoyable to play, and though I understand where it needed to end from the perspective of a game jam, I found myself slightly sad when I got the final upgrade that I couldn't pick through the bedrock at the bottom of the mine for ~secret bonus content~ - I'd love to see that implemented some day! ☆☆☆☆☆
Apr 27 18:47:57 17m 53s Abyssal Goodbye ♥ 4 A charming and enjoyable little game to play! The audio was very enjoyable, and the animations of all the sea creatures were very nice - I do love jellyfish, and you did a great job with them! I agree with the suggestions that a bit of control over fall speed would be excellent - there were certainly times I ended up playing that I felt as though I couldn't really do anything to dodge the creatures I was in front of with just left or right movement. I also would've loved to know if there ultimately was an endgame! The title and the very short snippet at the beginning lead way to an intriguing plot, but the game itself felt a lot like an infinite scroller without a defined endpoint - the idea of a diver trying to descend into the ocean to wish their drowned lover a final farewell is a touching narrative, but it wasn't clear to me if there was a final end destination by way of the game play. I only managed to get down to score 77, so maybe I just didn't get far enough to see, but some kind of indication that there is an end game to go with the plot laid out at the beginning would be excellent - maybe some kind of brief 'I was almost there...' or 'I'll make it all the way to them next time...' at the end screen? Ultimately - the game plays well, though up and down movement of some degree would be nice, and the music and atmosphere are wonderful for a 'sinking into the ocean' game! I still absolutely would have loved seeing more done with the plot some variety more of closure to it, but kudos for laying down intrigue with just one short box of text - you'd done enough with it that I was invested, and wanted to see the journey through! Great work~! ☆
Apr 28 00:28:09 5h 40m The Reapers Course ♥ 1 A cute, short game! I enjoyed the assets you used, and the level design was interesting - particularly the last jump, which was an appreciable difficulty hike over the rest of the platforming. I found that the attack animation was a little slow which made it at times uncomfortable to use, so speeding that up definitely would have been appreciated, but over all, good job! ☆☆
Apr 28 01:09:03 40m 54s Unanswerable Question ♥ 2 An interesting game! The intro was neat, but for me could have used some subtitles - I felt like I lost a lot of audio because I wasn't able to pick up what all was being said - then again, I have bad hearing and can't listen to anything without subtitles, so that could just be me! There were a few times I ended up accidentally glitching into the walls, but that was pretty easily remedied by just walking out of the nearest wall I could find, so all good there! I really liked the ammunition changes as well! Given they could go through walls they all felt pretty strong, but it felt good nonetheless to watch all of the effects shooting out when I threw things! Good work!
Apr 28 03:10:53 2h 01m DRYVER ♥ 2 Dryver was a very beautiful and enjoyable game to play and explore! The models and atmosphere were absolutely lovely throughout! I positively loved the green glow of the desert temple and the dunes were both great to drive across and beautifully lit! I have nothing but excellent kudos for the artistic direction of this project! I can understand the concern @whysguy52 pointed out - the map was quite large, and at times it did feel difficult to be sure if you were going in a productive direction. I have to give kudos to you for implementing several features that helped me during the playthrough, though! When I was feeling like the fuel limitations were really making difficult finding anything, I realized you had implemented an optional god mode into it that made finishing up my exploration that much easier! At a certain point I was about ready to put down the game because I didn't know how much I had found and how much I still had left to go, when I realized that the escape menu both had a handy checklist of all the objects to be found and notes on where to find each. It took some time, but knowing that there were those guides helped me to find the rest of the parts! Still, some variety of indicator (like pieces of machinery leading off in the various directions) would go a long way to making it easier to follow through! I did feel extremely triumphant upon finding the final of the pieces - that said, I experienced an issue where no matter how much I drove over the piece, I wasn't able to pick it up. oh no.png I had a bit of difficulty with handling, and while ultimately having a mouse camera panning functionality may have improved the options for search, I found it too sensitive and tended not to touch my mouse unless necessary - some variety of camera lock forward would be excellent! Ultimately, an excellent game, and great job putting this together throughout the course of a Jam! It had an excellent atmosphere, smooth play, and a lot of enjoyable options! I think it would benefit from a little more indication toward the escape menu, which had a great amount of useful information, and some variety of indicator when your ship took the part you brought back, but even without these features it was quite playable and enjoyable! ☆☆☆☆☆ You should be proud!
Apr 28 03:22:33 11m 40s Deeper and Deeper ♥ 1 A delightful game to play! I really appreciated the nice, smooth artstyle, and the satisfaction of destroying one of the boss heads was great - a lot of ludum dare games don't have the time to polish in such clear feedback, so it's nice to see when your attacks are having effect and meeting their target! The music was appropriately suspenseful, and fit well - it was a good decision! I also liked the combination of items dropping directly down from the boss' faces in combination with the straight down lasers - it definitely left me with a few tense moments of trying to decide if I could snatch something up just in the brink of time, which adds some exciting risk to it! Last but not least, my favourite thing about this game - I don't know what exactly I was playing as, but I absolutely loved it. More games need to feature playing as creatures with unusually placed eyes and proportions. I like to think that I was some kind of advanced dinosaur. Thanks for the fun game! ☆☆☆☆☆
Apr 28 03:38:11 15m 38s Manic Miner ♥ 0 Simple, smooth, and easy to play! I definitely agree with some of the notes that playing for too long would make your hand hurt - mine started to get sore around the end, but I did enjoy it while I was playing it! The sounds were easy but soothing and satisfying to listen to as you descended, and all of the art assets were very straight forward and easy to read! One of my favourite things about this game is that you gave players the option to choose their colours at the start! It's such a small and simple thing, but I'm such a sucker for any kind of games that allow and encourage player customization - it really makes me smile to see in a game! This also allowed for the option to spam the button while you were mining, which I naturally took. Who doesn't love mining in a rave? ☆☆☆☆☆ manicminer.gif
Apr 28 04:51:46 1h 13m A Taste of the Past ♥ 6 Such a beautiful game - it's incredible how touching and real a narrative you've brought to life within such a short time frame and such a short game. The story felt sincere and personal in a way that was both very intense and very nice to interact with. The art was beautiful and soft, and the colour palette you used really did help to emphasize the gentle dreaminess of the entire thing. The music also fit well into place! The mini games were very easy, but that wasn't at all a downside - in such a narrative heavy game, I was happy to see that the short mini games within were only soft breaks - almost like breaths in between each section to give you a bit more time to think on the train car you were in and the people you had interacted with before moving onto the next area - difficult mini games would have changed the vibe a lot. The pacing really worked for the narrative! It would have been really excellent to see the final voice-acted section with subtitles, as I'm extremely bad at following dialogue without, but I'm glad to see you posted the transcript so I could catch up on the sections I wasn't able to follow after - it was a much appreciated consideration to accessibility. Thank you for developing this game and building this experience!! ☆☆☆☆☆
Apr 28 05:06:39 14m 53s Infinit Pachinko ♥ 1 A very interesting game! I struggled a bit at getting past the first section of pachinko just because I am. Not great at it but! Once getting into the caves, I liked that it felt like a new and different experience every time, partially because I could almost never end up in the same section twice. The music was nice to listen to in the background, the clinks of collecting coins was delightful and satisfying, and the simple ways of influencing the movement was nice. Great work, and a unique concept!!
Apr 28 05:28:39 22m 00s [HTML5] Bodenhorizont ♥ 3 A fun and soothing little game to play! The description does it justice. It took a bit for me to really feel out the vibe of the game, but once I did it was enjoyable! I liked the soothing sounds of the dirt chunking away as the vines grew and blossomed to the sound of the background music. You did a great job encouraging an atmosphere of calm, even though I wanted to yell every time I was soooo close to a note but my vines furled in on themselves and I couldn't get to it, lmao. A great job! The art is nice and polished - I loved all the variants of flowers used, and it was very pleasing to watch them pop up as I went along. Even though I didn't use the teleportation between flowers mechanic much, it was interesting to have in there, and I appreciate that it was there - any game that involves backtracking and puts effort into making it easier to do so is a godsend, imo. Excellent work! ☆☆☆☆☆
Apr 28 20:16:33 14h 47m Her Bedtime Stories ♥ 1 A very intense game with a lot of beautiful art that covered some very heavy subject matter! It's certainly a very difficult topic to cover, so kudos in doing so in a very thoughtful way. I really felt the poignancy of putting the 'struggle' number up so high - it was a good representation of the way that despite struggling very hard to get out of the situation she found herself in, that battle can be overwhelmingly immense, both physically and emotionally. I wasn't able to complete the game because when I did get to the section to pull the hand away, after doing so nothing happened - I'm wondering if this might be because I did so before the dialogue showed up? I would have loved to finish up the game, but wasn't feeling up to delving into the material from the beginning again, given it is quite a heavy theme. Regardless, from what I played it was a very beautiful and deeply though out game. Thanks for the change of pace and the careful thought evidently put into your project. ☆☆☆☆☆
Apr 28 21:13:52 57m 19s Mine The Beat ♥ 2 Such a fun game to play, you did an excellent job with it! The art style was charming, the music was on point for a beat game, and I really enjoyed the character customization - it's something you see in so few ludum dare games, but it's so nice to have! The character design was charming, and the entire game had a great, cohesive style - it really meshed well together! I had a little bit of a difficult time following my HP, and there were times I couldn't really tell if it was going up or down, or why - perhaps an HP bar, or some variety of guide for damage would be really helpful in that regard! With regards to money and selling things, I also wasn't certain in the game what the point of only selling some of the ores you collected was - was there some kind of benefit to keeping ores on you that I just completely missed? I always ended up clicking 'sell all and continue' for them. I could hear the music ramping up sometimes, which I assume is when you get a better combo, but I was never able to ramp it up very much - I'm not excellent at rhythm games, so that very easily could have been the cause. Still, it felt very satisfying whenever I *did* start hearing the claps, so kudos for that. Overall a great and well put together experience! Your team did well, and I can't wait to see what other games you make for future jams!! ☆☆☆☆☆
Apr 28 21:28:18 14m 26s Dungeon Painter ♥ 1 A very short, smooth, and easy to play game! The art assets were wonderful to look at and ran easily, and for such a simple premise, it was very enjoyable game - I could easily see it going on to unfold into a much longer and expanded game, so great work laying down an enjoyable base! It was well developed for a 'look before you leap' kind of gameplay, and I appreciated a lot that with the premise of that, you weren't too unforgiving with the placement of spikes - it wasn't the kind of game I felt was punishing for not inking positively every surface along the way! Much appreciated, and it certainly added to my experience that there weren't spikes coating every surface after they were introduced! The boss fight was simple, but a fitting conclusion to what the game had built up along the way, and defeating it certainly lead to a much more satisfying conclusion than it would have had without - kudos to putting it together in a short two hours! All in all, an excellent game, and I can't wait to see what other types of games you put together for further game jams! Great work! ☆☆☆☆☆
Apr 28 21:43:49 15m 31s The Creature Said DEEPER ♥ 1 I had a lot of fun playing through this! It's an easy to follow game with a difficulty curve that ramps up appreciably as you go forward, with well put together graphics and music! The gameplay was easy to follow, but the narrative did a great job of providing you with something to focus on even going through the easier sections. It was also appropriately paced, such that I felt the narrative for a section was always wrapping up just about as I found my way to the exit for the section! The humour was zaney but fun to listen to! I had a few issues when going through where despite it being in range I couldn't travel from one blood cell to another, but that was remedied easily enough by going to another blood cell in range and traversing from there - it never caused so many issues that I ended up stuck. Good job! ☆☆☆☆☆
Apr 28 22:16:40 32m 51s Dome Romantik ♥ 2 At first it felt a little overwhelming looking through the menu options of the computer, but after a short period of adjustment I realized how simple and easy the gameplay and menus were to navigate! The pixel style you used here was extremely nice and smooth - I absolutely adore your style! The dome was gorgeous, the enemies were intriguing, well done, and absolutely my favourite kind of shadowy monster, the mines were easy to read and nice to look at, and even the main character with all of their ~12x4 pixels was charming and well fitted, largely due to the simple and appealing particle effects as you fly around and drill. I have nothing but satisfaction and kudos for the art design and and aesthetic. It holds together incredibly well! @Batiali said it well when they mentioned that it was elegant design - I absolutely agree. I ended up losing a few waves in because I'm a sucker for pushing my luck with how far I can get between waves, but given some other comments imply that there's a defined endpoint, I'm going to take another stab at getting further! On one hand, the title really did make me feel like you were going to be integrating some of the 'deeper and deeper in love' concepts for the theme and I was a little sad not to see any of that coming into play (granted, again, I haven't completed it, so I may be proven wrong), but on the other I can't be upset that it didn't really seem to meet up with that idea when coziness of my little dome does, in a way, feel a little bit romantic! Ultimately, this may very well be my favourite game of all I've played! Thanks for creating such a gorgeous play experience~! ☆☆☆☆☆
Apr 28 23:25:36 1h 08m Cave Rider ♥ 1 I do love the aesthetic you've set up for this - the palette is beautiful, and everything in it reads well! The sound effects are nice to listen to, and the background music is enjoyable! Everything about difficulty has already been said, and I wasn't able to get too much further. Still, this is a really strong base for a game, and the visuals are delightful! With a little bit of tweaking, I think you've got a really strong game here that I'd love to play for such a cute aesthetic! As far as a jam goes, great work~! ☆☆☆☆☆
Apr 28 23:31:43 6m 07s Implosion ♥ 3 A charming game with an enjoyable soundtrack! the tutorial was a little hard to read with the overlapping pixel lines, but ultimately the gameplay was intuitive enough that I didn't have a hard time playing, even after that. I especially loved the work done with the soundtrack! It was appealing to listen to, looped well, and fit excellently with the style of your game. On the third level I believe I ended up in a space I wasn't able to get back from? ohno.png No matter where I clicked at that point, I couldn't move, so I'm assuming I quite likely clicked somewhere I shouldn't have during a scene transition. Regardless, I love puzzle games, and enjoyed what I was able to play of your game! Thanks for making it, and great job overall with the jam~! ☆☆☆☆☆
Apr 28 23:48:24 16m 41s Selkö ♥ 3 Such a charming and wonderful experience to descend down into the water! I loved the art style, and you did an excellent job of creating a relaxing and enjoyable environment to play around with the creatures around you using both art and music. I loved watching the way creatures reacted to the flashlight even when it wasn't actually relevant to the game, and I was absolutely delighted every time I ran into a new creature I hadn't seen before - sometimes it's the simple things like allowing players to interact with creatures like this that really makes a game! There were some similar design decisions in the game my team ended up making, and it's really fascinating to see the ways you handled some of the same concepts - I was a big fan of the way your parallax background showed up, and the way coral reefs would go in and out on on both sides of the map. It was a cozy and comfortable descent! The puzzles were easy, but satisfying to complete - you did a good job of making them well solvable without needing any explanation, which is definitely a boon to game design - it shows how clearly your environment shows what needs to be done to progress! The final section of the game was positively beautiful, and who *doesn't* want to be a seal? The ideal ending to any game, in my opinion. Overall, excellent atmosphere, and a very enjoyable, calming descent into the ocean! Great game jam, team! ☆☆☆☆☆
Apr 29 00:26:43 38m 19s Deep Sleep ♥ 3 A very interesting and aesthetically beautiful game to go through - you certainly did manage to strike a dream-like atmosphere throughout that was saddening and immersing to go through. The giant teddy bears, roller coasters and people in the background really do emphasize just how small you are, and just how small the child must *feel* in relation to the events going on around him. It's extremely difficult subject matter, and it was handled well through your game - the end in some ways felt overly optimistic in contrast to the rest of the game and the complications that do often follow after reports of child abuse, though this isn't necessarily a bad thing - there's enough harsh things in this world that it can be very important to show that there is a light at the end of the tunnel and things can get better, even if it may take time. I also appreciate that you provided resources at the end of your game for learning more - in any game focusing on sensitive topics like this, I think that's ultimately an extremely important addition. I had trouble with the first puzzle as mentioned by a few other people, and restarted the game before I checked the page and realized what I was doing wrong! With the hint that you needed to interact with a few things in the section, though, I was well able to solve the rest of it without a walk through. Once you know what you're doing, it's pretty intuitive to see what needs doing next, so good job on setting up the puzzles intuitively. I also liked that each of the sections had a distinct and clear colour palette - it gave each section a very distinctive feeling, even in spite of the cohesive design between them. The musical score was also excellent in each part for matching the emotion and guiding the player along the emotional journey you laid out. The title screen was also very charming, and in some ways a bit jarringly whimsical once you've played through the game, but I think it does well to start the game off on a higher note that rapidly gets darker until finally coming through the other side. All to say, good work, and a very thoughtful and interesting game! It's one of two Ludum Dare games I've actually downloaded this time around, and it feels worth it for the effort your team put into making a compelling narrative. ☆☆☆☆☆
Apr 29 00:41:32 14m 49s River, Carry Me Away ♥ 5 Such a peaceful and gorgeous game! The artwork throughout was incredible, and the music really did tie it together nicely - it was a slower paced narrative, but the art and music was enjoyable enough that it didn't feel uncomfortably so! Of all the games I've played this jam, this is definitely the one I'm most delighted to hear has an OST posted! Excellent work, team!
Apr 29 01:09:52 28m 20s The Rabbit Hole ♥ 1 A really fun theme interpretation - probably one of the best ways I've seen the idea of 'deeper and deeper' represented, probably because of just how relatable it is - who hasn't ended up on this spiral at one point or another. A really interesting entry!
Apr 29 18:36:00 17h 26m Heartmare ♥ 1 A cute game! I loved the art for the title screen, and the overall style was well put together! It would've been nice to have an end screen that you could see your score on - I think I got around 70, but at the end I was working on dodging too much to check in with my score. I agree with @zerocomms that I liked the 'wave' format of the attacking hearts - I found that the player-guided hearts were easier than the lines of hearts going horizontally and vertically, so I was glad to see that in an increase of difficulty it returned back to that state with a higher frequency. Ultimately the fun base for a bullet-hell, though I would've loved to see more narrative based on the premise of not falling into a crush throughout play! Nice work! ☆☆☆☆☆
Apr 29 18:59:21 23m 21s Billy's Gone Again ♥ 3 Probably one of the most charming and well put together games I've seen so far this jam - I'm amazed that your team was able to put something together this smooth in 72 hours, so great work! The music worked incredibly with the atmosphere, and the art was so incredibly charming for it - the animations of the snakes retreating back into their boots when defeated was so very delightful to watch, and I love the design for the main character. I'm a person who's really bad at keeping track of multiple weapons in games, so when I was introduced to three different weapons off the bat, I was immediately of the opinion that I was only going to use one of them throughout the run. That said, I quickly grew to like the others much more than I expected! Around the middle I was delighted by the flamethrower, and by the end I was almost exclusively using the cactus needle gun after having picked up a bunch of ammo for it throughout. Each gun had a distinctive feel and use that made it actually feel impactful switching between them, and each of their firing types was actually fun to use, so great work there! I appreciate that ammo was given in good quantities throughout - it was always limited, but not so much that I felt I was going to be run out at every turn and corner, and whenever I swapped weapons, I usually had enough ammo stored up in it from prioritizing the others that I could easily go for quite some time with the one I switched to. It was also very easy to pick up on which enemies to prioritize for what - I appreciated that whenever I was running low on health, I could instantly see a skeleton and know that's who I was going to be targeting. I easily found cacti to be the scariest enemies, the last boss included (once I found out I could hide half behind a wall and pretty easily hit him because he was so large) - more of those included in the last boss room may have made it more challenging, but as is it was a satisfying conclusion to the game with a bopping soundtrack to boot! The only thing I might recommend for this game is showing a picture of the different types of ammo above the weapon ammo amount when you switch (i.e. showing a picture of the cactus thorns above the cactus gun ammo when you switch to it and showing a picture of snake oil above the flamethrower ammo when you switch to it) - the distinctions of the guns wasn't super easy for me to make out on the tiles, and an easier indicator of what ammo was loading which gun at the beginning would have been an easier way to ease players into them. I was definitely able to pick it up pretty quickly anyway, but it would have been an appreciated UI addition. Overall, absolutely great work - It was a pleasure to play, and I think your team did an absolutely amazing job putting it together! ☆☆☆☆☆
Apr 30 21:28:04 26h 28m Hellfall ♥ 2 A very enjoyable game, and I'm very impressed with what your team put together in such a short time! The audio is good, and the visuals are absolutely wonderful! The character design is charming and smoothly animated, the maps are aesthetic and well put together, and everything fits together very nicely! The gameplay was also put together well! It was easy to figure out how to play and what you were doing/where you were supposed to go as you went through, which made for nice playing. The difficulty was a bit much for me when coming to circles six and seven with the speed of the fire when trying to get up over ledges. I was pretty close to tapping out at circle six around my 20th try, but the art style and gameplay was charming enough that I did decide to keep trying until I was actually able to complete it, so kudos for developing a game that's incentivizing to play even when the playing gets rough! I think what caused most of the difficulty was the speed of the fire descending in the sixth circle particularly - even turning that down a bit I think would've ended up feeling better for the struggle with those two jumps around the double jump powerup. The mechanics for jumping on orbs was very satisfying! It certainly did feel cool getting to jump on them and on the enemies, but the bounce back from hitting them was a little rough in cohesion with the fall damage. Overall, an incredibly strong and fun foundation for a game, and with a couple small feature adjustments, I'd love to see it extended out into a longer game! Great work, team! ☆☆☆☆☆
Apr 30 22:11:08 43m 04s The plot chickens ♥ 4 Such a charming puzzle game, right from the title screen to the finish! I positively love the art direction for this - both the 3d and 2d art were wonderful, and they worked together well in a style that didn't make either feel out of place! The town was quite cute, and built in such a way that it wasn't overwhelmingly large or stressfully compact - it was just the right size to get the chance to feel like you were exploring without getting lost! The characters were cute, and I'd love to play an extended version where I got more opportunities to interact with each - the fisherman's interactions with Gertrude were cute! Not to mention the dialogue sounds were adorable! The controls were easy to understand and follow, and the only glitch-esque issue I noticed was briefly trading places with the chicken man during his dialogue. The puzzle was also good to follow - I never felt like I didn't know what I was trying to do, even if like a few other players I struggled to get something sweet for Gertrude. This was mostly difficult because I checked the center garbage can and got a notice that nothing was there - it wasn't immediately apparent that the garbage cans weren't all different checks, so potentially some dialogue like 'There doesn't appear to be anything of interest in *this* trashcan' would go a long way to helping that confusion. Ultimately - great work, and a delightful story! I can't wait for Miss Pumpkin starring in the hit sequel 'Slightly Faster but still just not Furious Enough'. ☆☆☆☆☆