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13x666

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Oct 5 01:22:23 RTFM - LD49 ♥ 0 We had a remarkably similar idea about manipulating machinery and reacting to lights after memorizing instructions from a manual :D Great job on this entry! I gotta admit, I wasn't able to win so far, but I'll come back and keep trying, I won't let this defeat me!
Oct 5 01:49:49 27m 26s Last Bargain ♥ 3 This is out of this world. It's a polished, original, beautiful, atmospheric, fun gameplay that's perfectly in tune with the theme. Reminded me of the old game “Crazy Gravity”. I can't even nitpick, every aspect of this game is incredible. The only thing that's slightly bothering me is that I'm physically unable to read the dialogue and story while I'm concentrating on not smashing into a wall, but if this was to become a full-blown release (which it might and, frankly, should!), a voice-over would solve the problem. Damn, I just called “too much story” a “problem”... You guys rock. 11/10.
Oct 5 01:58:32 8m 43s PING 99 ♥ 1 This is pure evil :D Original, cute and with great connection to the theme. I especially love the “bad connection” sound. Nicely done!
Oct 5 18:29:13 16h 30m Akameis ♥ 2 Insanely good! I love the amount of content and the smart level design! I kinda wish there was a separate set of directional keys that would let me make steps without “aiming” first. E.g., with a gamepad the perfect control scheme would be: - d-pad = walk - left sticker = aim - buttons = perform action in the aim direction So maybe WASD to walk, Arrows+ZXCB = action? In any case, this is one of the most polished and complete entries I've seen so far!
Oct 5 19:37:05 1h 07m Islands of Chess ♥ 2 Ahh, always love a new chess variant! This is a cool way to add a dimension to chess, I love the possibilities this introduces for further things to add to the rules. Also, playing chess in space is quite enjoyable! :)
Oct 5 19:51:02 13m 57s Louis The Scientist ♥ 1 Polished and cute, but gameplay-wise it doesn't really do much for me: you quickly realize what your objective is and then you just repeat the same steps and keep waiting for each of them to complete while you do nothing. I think this game would immediately get much more fun if all those wait times were removed and a bit of variation introduced to the experiments you need to conduct. Overall, I see this as an idea for a potential mechanic where you need to find a way to achieve a goal through a combination of steps and ingredients. It could be very engaging!
Oct 5 19:59:22 8m 20s Weasel Words ♥ 1 I can't stop laughing! ... Ok, I stopped laughing just to type this: this is awesome, and more games should use the speech synth to add these robotic voice-overs because it's hilarious. I just can't get over the fact that a living taxidermy weasel finds a huge red toad to be “more than a circle or a square”, and... and... I'm not sure how exactly this connects to the theme, but I'm glad to have played this! Back to laughing now. Maybe it's just nerves.
Oct 5 20:06:01 6m 39s Tipsy Toddlers ♥ 0 Love the visual style and the use of cell shading! I used a Wacom tablet to play, and it was extremely satysfying to finally get a toddler to a bottle after trying to catch them for a minute. I don't really understand why sometimes the kids seem transparent to the cursor, no matter how many times you click — perhaps it's by design to make them hard to catch, but feels a bit like something isn't working in the controls. But other than that, great stuff!
Oct 5 20:12:53 6m 52s Leap Frog! ♥ 0 The theme connection is undeniable :D The mechanic is pretty simple, but seems difficult to master the first few tries, hence the satisfaction once you get the hang of it. Cute ”ribbit” sound!
Oct 5 20:16:59 4m 06s .Script ♥ 1 Ahhh, CRT scanlines, chromatic aberration, glitch effects, this game is just delightful to look at! Also, smart level design and very satisfying feedback from every interaction. I'm loving everything about this. Oh, and this game has a very important feature no other game I've played today has. Studio logo in the beginning!
Oct 5 20:33:13 16m 14s PTSD Fishing ♥ 2 I really love this theme connection. U n s t a b l e . . . Sound adds so much to this experience. The heartbeat and the shots in the background and the panic of trying to reel in the fish while the time is running out. At first I felt that waiting for the fish to bite was a little too boring, but after I caught a few I realized that the wait is actually your chance to relax while you're listening to the birds before the next PTSD episode. This game is deep, it's an experience, it's the stuff.
Oct 5 20:46:52 13m 39s Russian Connect ♥ 1 Ok, making itch.io refer to the game as "piece of propaganda" immediately deserved 5* humor from me even before I heard your voice, but after I did hear it, ай вонтед ту авард ю твелв старз фор хьюмор инстэд оф джаст файв! The voice seems to be out of sync with the text reveal, but when you're pressing the button, both the audio and the text get censored at the same time, resulting in different pieces of info getting censored. It's confusing, but I'm sure it wasn't by design: getting those to sync up must've been pretty hard. But other than that This is an ingenious concept, I can't get over how much I like this. It's one of these prototypes that make your brain immediately go CLICK as soon as you get the idea, and then you just can't stop smiling because you saw something so original and fresh. I want more of this. I want a full blown Papers Please-style job simulator about just this! Definitely one of my favorite entries.
Oct 5 20:55:55 9m 03s A Hard Pill to Swallow ♥ 2 I love the subtle touches, like the way the pill stops joyfully wiggling its hands and gets all serious as soon as it hits a wall for the first time. The game plays very smoothly, the reset button is a god sent, completing a tricky shot is always satisfying, and that intro is delightfully well-drawn! 30 murders out of 31!
Oct 5 21:05:10 9m 15s Unstable Concoction ♥ 1 Ahh, a new take on the Alchemy mechanic, finding the recipes is fun! And I love the way stirring the brew is turned into its own mini-game — it's like potion making in Harry Potter where apparently the precise way you stir the potion matters. I'd really like this to have more mini-games like this, and maybe the mini-games themselves to be a bit faster. This way brewing a potion would feel even more like this advanced diverse task, and you'd feel getting more proficient at it as you learn and experiment. A potential future full-featured version of this game is what my perfect potion-making game looks like!
Oct 5 21:15:01 9m 51s You won't believe your result from this personality test! ♥ 1 Doorknob.
Oct 5 21:22:11 7m 10s BLOP ♥ 2 This has been done a few times before, but each time is a blast. The execution is smooth!
Oct 5 21:39:33 17m 22s Virus->Run(); ♥ 6 So it's unstable both in terms of falling platforms and buggy software — I dig it, you nailed the theme twice! The game became much more fun once I discovered the double jump, recovering from a falling platform is so satisfying every time. Nice job!
Oct 6 02:38:42 4h 59m Teeter Hero ♥ 3 The graphics, character design, environmental design, intro sequence — everything in this game is so good and it's so polished, it straight up looks like a product ready for release. Plus, the idea is creative and fresh, gameplay is fun, implementation is nearly flawless. Sorry I'm not being constructive here, but all I can think of in terms of criticism is stuff like “I wish there were more types of enemies and more levels and maybe power-ups or unlockable abilities or something to add diversity”. But then I remember the whole 72 hours situation and I see all those little touches like the girl just chilling in the passenger seat listening to her headphones, and I'm right back to generating a constant flow of useless praise. You're awesome.
Oct 6 02:59:04 20m 22s Horsey Bash ♥ 1 This game feels like it dives into almost unexplored ocean of potential new gameplay mechanics. It feels real-time and turn-based at the same time, and the situation is always unstable in a fresh way. So much content and so many ideas packed so densely. At first you feel completely out of control, and the game just destroys you, and it seems like there's nothing you can really do. But then you start developing tactics, applying the knight rerouting skills from chess, positioning yourself in smart ways, using the environment. The first time you manage to kill an enemy with dash — the very thing that's supposed to be working against you — it feels *powerful*. Maybe it would be good for the learning curve to greet players with weaker enemies at first to give them some time to adjust. But overall, this is already an endless treasury of possibilities. I really hope to see this project live on and develop into something much bigger! Oh, and I can't get enough of those UI transitions. How are they so delicious? I'll just go click around some more.
Oct 6 17:55:06 14h 56m Unstable Concoction ♥ 1 Really cool voice acting there! The game was pretty fun, but it would be great to have a bit more control — a few times I managed to throw an ingredient from the shelf straight into the cauldron, and it felt so good. Also, the ingredient list should be much more visible. It got obscured by the vine at some point, so I had to carry on guessing the ingredients. Overall, fun time!
Oct 6 18:23:38 28m 32s Warhead Stroll ♥ 1 I can confirm, three-legged dogs are much easier to animate! This has to be the most fun I've had so far. The dialogs are hysterical, and at first I thought text was distracting me from the boss fight. But then the text stopped, and it turned out that noooo, the Butcher fight is just h-a-r-d. But somehow it's also not tiresome. But somehow I still haven't won... I'll get back and get that salami later! In one level I was confused as for where I was supposed to go, e.g. I tried going East on the cross-roads level, and I spent way too much time failing before I realized I was supposed to go South. But other than that, awesome idea, great execution, hilarious writing!
Oct 6 18:59:01 35m 23s Grabanakki ♥ 2 This is... I'm... It's... Make Grabanakki merch, I'll buy some. No time to type, I need to go play more Grabanakki.
Oct 6 19:34:14 35m 13s Unstable Concoction ♥ 1 This is the most fun typing game of all time. I enjoyed the random ingredient generator so much. Throwing seventeen expensive swan eggs into a cauldron is not something you do every day! I loved the satisfying sound of things falling in, and how some of them just miss, but we carry on (no wonder the potion is unstable) This was a delicious experience!
Oct 7 18:37:55 23h 03m Unstable Concoction ♥ 3 I can clearly see the potential behind this fresh mechanic. It requires the player to build a relatively simple skill, and it feels very good to nail the throw. I've been trying to perfect it to the point where I can throw the bottle and then catch it without slowing down — I think perfect throws like that should be rewarded somehow, at least visually. Also, music was spot-on. I enjoyed this a lot, thanks!
Oct 7 19:04:43 26m 48s Captain Canary's Crash Landing Calamity ♥ 2 This was interesting! I'll start with critique: I feel that the most glaring issue is the period during the mode switch — your vehicle is just stuck, button presses do nothing, and it takes a bit too long for the pilot to move from the cockpit to the leg. And after that rescuing a crew member isn't even a challenge, but rescuing two of them at the same time is — and only because the second one will probably fly off the screen in the time it takes you to initiate the rescue mode again. Also, the missiles felt a bit too fast. Without knowing where they're coming from in advance, and with how tiny and near-invisible they are, avoiding them is about 70% of pure luck, especially when you're near the top or bottom of the screen where their in-frame trajectory is much shorter. Having said all that, the visuals were really awesome. I liked the design of the ornithopter, and the intensity of the fall with tilted skies and debris and all that — the game is very cinematic, and the mood is great! Thanks for the ride :)
Oct 7 19:31:34 26m 51s Cro-Mathnon ♥ 1 It was more fun than I expected! I couldn't stop and was trying to get a really high number before surrendering, but I kept messing up. The game really has that “one more time” thing going on. Would have really loved to hear *any* music or sound effects, without them the experience was just incomplete, and it's the easiest way to make the game even better.
Oct 7 19:49:06 17m 32s GROUDOU! ♥ 1 So it's an accelerated Tamagotchi kind of deal :D Switching between different mini-games to fill the progress bars is a fun take on instability. I could see an issue with the green minigame design: once you switch to it, you have to wait for the first arrow to reach the line, and it takes too long for how dynamic the game is. You're pulled out of the loop and have to waste time waiting while the other progress bars keep falling. I think making the games more “immediately accessible” would be beneficial. The voice acting was impeccable!
Oct 7 20:05:35 16m 29s Rock punk ♥ 2 The gameplay is really unclear. The player's character is moving very slowly, kicking only pushes the rocks a few feet, and you have to push-push-push a single rock before it's off the platform, and by that time 10 more rocks will have fallen, and you feel completely helpless as a result. But then in the first few levels you don't even fail with all those rocks on the platform, so it feels like nothing you do or don't do really matters. I invented a strategy where I try to push several rocks together and then kick them all at once, but this still takes too much time. After level 4 or so it feels like no matter what I do it's just not enough. At the same time, nice visual design, cozy colors and cute characters! A little bit of balancing could make this concept work much better. Классный комикс в описании!))
Oct 7 23:00:21 2h 54m Hellbamb ♥ 2 Would be cool to see some more feedback whenever you make a decision in the game. Right now the only thing changing from attempt to attempt is the height, and it makes it pretty trivial to solve the level. Something more challenging like a [Bulls and Cows](https://en.wikipedia.org/wiki/Bulls_and_Cows) mechanic would already be more rewarding. But art, character design, music, overall polish — all these categories are absolutely nailed. I love how the souls represent the Sins. Beautiful entry!
Oct 7 23:36:36 36m 15s Trauma ♥ 0 The idea of collecting and chaining commands/moves/abilities like this to solve environmental puzzles is incredible on its own, but the way you connected it all to the theme and written it into the narrative (and a complicated one at that!) is the whole other level of profound design. The one complaint I have is with the control scheme for rearranging the cards. Using any other key to initiate the shuffling would be an improvement, just to eliminate situations such as “damn, I just wanted to try this chain while standing a little bit further, I didn't want to rearrange the cards”. Kinda yanks you out. Maybe even tying left/right/select to Q/E/W so the player can edit the chain at any moment without a dedicated screen by just shifting their fingers one row of keys up? The card descriptions could show up in the corner, for example. Overall, the game was beautiful. Thank you for this, it really struck a chord. Now I'm off to watch your recorded Twitch stream to see the process :)
Oct 8 12:44:43 13h 08m BLOOPS! ♥ 1 It's certainly unstable, but I think it would be much more fun if the physics setup wasn't outright uncontrollable. Every tiny movement just sends the polyominoes flying. If the pieces were heavier, the platform movement slower, the friction higher, this would really be a game one can play for the win, and it would be a great one. The overall twist on the popular “physics tetris” idea is really nice and feels fresh!
Oct 8 13:04:41 19m 58s Law and Disorder ♥ 3 This was as hilarious as it was confusing :D I saw two main problems with the gameplay: First, guidance. I didn't really understand the consequences of anything I was doing. During the first day I was trying to play it safe and only do popular things like lowering the taxes, but none of the bills passed because people thought they were inferior. On the second day I tried raising taxes, but the results were the same. On the third day one bill did pass, but I didn't know which one. So I'm not exactly sure what the people want from me or what I want or what anyone wants. The politics are unstable in the sense that you have to somehow please everyone while getting what you want, but here it's seemingly just random. The second problem is timing: the options are too slow to appear, and too few. So at first I made an effort to pick and choose the points I thought were important, but because of problem #1 my behavior eventually deteriorated to “just throw everything onto the bill to make as many as possible and hope that *anything* happens”, and there was nothing but blind drag-n-dropping after that. So did anything happen? Up to me, I suppose :) That said, the mood, music, art, characters and that delightful voice acting are out of this world!
Oct 9 11:10:35 22h 05m Unstable Situation ♥ 2 There's no way to tell which doors are unlocked, so after you get another orb you dive right back into the chore of checking every door one by one to see which will open — it's not a huge problem in this game because it's relatively short, but if this mechanic was used to create a bigger game, some kind of indication would probably be needed, in my opinion. I really appreciated the stylish visuals, the way music changes in altered sections, the “meet the devs” Easter Egg, it's a great entry, thanks!
Oct 9 12:10:10 59m 35s WONKERZ ♥ 3 Very unstable indeed! I think the game could benefit if it was made less uncontrollable though, because I don't think unstable and uncontrollable are exactly synonyms. A bit more could be done in terms of maneuverability, ability to go backwards (yes, I know it was removed on purpose, but still!), ability to turn more rapidly without necessarily falling over at once, etc — it could still be fun and unstable, but less chaotic at the same time, so the player has a stronger sense of control and there's space for developing a skill. Right now the skill appears to be "just move very slowly and don't press any button for longer than 1/5th of a second", and it's not as fun as it could be. I really loves the stylish visuals with abstract shapes and subtle reflections. Oh, and that squeaking sound the car makes!
Oct 9 18:08:28 5h 58m Lovecrafting ♥ 4 This must be the most creative instability mechanics I've seen yet, and the audio-visual presentation is just out of this world! The gameplay reminded me of Reigns a little bit: you make decisions that affect different parameters simultaneously, so you rarely get exactly what you want, and the whole process feels unstable, but not entirely luck based. Brilliant entry!
Oct 9 21:24:43 3h 16m A Healthy Dose of Dungeon ♥ 2 Just watched the game on BluishGreen's twitch, and then played it myself, and it was exceptional! I really appreciate the art style and those tiny organic-looking details like the shimmering red background behind the white contours of the hearts, just all the beautiful touches you've added. The theme connection, the plot twist at the end — superb. The first time you're playing (or, well, watching) the game you really believe that you're in a dungeon surrounded by enemies, because you have no reason to doubt it. And in that sense your connection with the character is very strong: in the moment of realisation, you and him are *both* stunned to learn the truth. But, well, he's more terrified and you're more *delighted*. There's a lot of explaining of mechanics the game has to do and doesn't, but I was lucky enough to listen to you explain everything on the stream. I'm sure you'd do that perfectly given the right amount of time. What I would really like to see in a potential full version of this is probably more challenge: maybe stealth elements, extra-tough monsters, maze-like sections, etc. to make the character's journey through his hallucination a somewhat demanding experience. Introducing stealth would have an effect similar to Dishonored games: if you were clearly given a way to complete the game without killing but chose to kill, in the end it just adds emotional weight. Overall, awesome!
Oct 10 14:21:27 16h 56m Instability ♥ 1 Ahh, Thomas Was ~~Alone~~ Unstable! Everything this game has is great. You even fixed the slow restart issue. This has style, pace, nice visuals and sound, it's challenging but fair, *and* it's infinite, it even has a tutorial, nothing to complain about! I think that what would improve this game and take it to the next level would be some sense of diversity and progression: perhaps, the further you get, the more mechanics you unlock along the way — ropes might start at 30m, falling ropes at 50m, then ropes made of distinct chain links, glass walls you have to smash through with momentum, cannons that shoot you forward, more and more stuff. Maybe visual cosmetic differences, too: starting from different accent color each run all the way to simple geometric backdrops, ”zones“ of structures and scenery being devoured by the anomaly in the background... That's all just random ideas for potential future improvements, of course. As an LD entry, this is already phenomenal, great job!
Oct 10 16:20:34 1h 59m Shifty Showers ♥ 2 This is so goooood. A little gem of a concept. A weather forecast is a great metaphor for a string of upcoming conditions you have to take into account while planning your moves. I love how you can plan out the entire level and then execute it, but still feel the “instability” even when everything is pretty determined from the start. It would be great to be able to use keyboard to choose the direction, this way the player wouldn't have to aim each time. It's not much of a hassle, just reduces the fluidity a bit (maybe there were keyboard bindings, but I didn't find them). As a crazy experiment encouraged by the theme: what if in some later levels the forecast started to become imperfect? With things like vertical stacks of conditions with probabilities: **Sunny**-100% **Sunny**-100% **Wind**-70%/**Freezing**-30% **Rain**-20%/**Sunny**-80% And as the moves progress, the forecast updates and gets more precise, but still uncertain. So you have to plan your strategy for the whole level beforehand, but take the possibilities into account and react to them. I think it would make a pretty fun twist! Especially when mistakes don't kill you — not guessing the weather will not feel unfair in this case, just a bit unfortunate. Also, I want this game on mobile, please. With more conditions, more levels, more stakes, unlockable skins, world map, everything, the whole full-blown game. Please just make it, ok? Ok, thanks! (jk ofc, but it would be awesome fit for mobile)
Oct 10 16:56:52 36m 18s SolituΔe ♥ 1 Yesssss, this is the stuff! > A person can’t have more than 2 relations, otherwise they will become unstable and may also die This made me laugh out loud, this is so true of some people! Going in I thought this was probably an introvert simulator, but then when the game ended I laughed out loud once again: the last one was so happy. Apparently, all these little guys need to live forever with not a care in the world is for everyone to *just freaking die and leave them alone!* Jokes aside though, this game does model a side of real-life relations in a very interesting way. And the gameplay is very stimulating and dynamic. I always loved mini-metro/mini-motorways type mechanics, and this just adds depth to building unstable structures while they change under your cursor. I think this idea can be developed and explored further: relationships can grow stronger in communities, groups of people having similar interests can retain them for longer, creating several connections between separate groups can provoke new connections to form on their own, etc. Ocean of possibilities here! I love this so much, thank you.
Oct 10 18:29:32 1h 32m Unstable Investments ♥ 2 This was interesting! The main thing that was bothering me the whole time is my inability to withdraw funds quickly from a live stock that's up there but falling. There should really be a way to grab everything a once, I think. And perhaps the hints shouldn't be literal descriptions of future events: when a stock is going up, that's not really news, you can already see it. News should contain something that lets *you* make educated guesses as for where the stock is gonna go. Maybe there could even be a silly mechanic of a window in which you can see the outside world and changes within it. That smoke on the horizon... ooooh, the Yellow HQ is that way, I guess their stock is about to crumble if they're literally on fire. And that rain over Red farms? I bet the harvest will be good, gotta invest now! Stuff like that, you know? Just an idea :) And the overall goal seems a bit weird, imo. Why do I need 500 gold in every stock when I could just have 2500 gold for myself? Some stocks are in decline, I shouldn't have to invest in them just to win. Also, I think it would be nice to have a mark on the graph whenever you buy or sell to see how you're doing. That all said, very cool game overall! Pleasant presentation and music, the quills drawing the plots are cool looking, the way the graph changes when you hover over the banners is helpful. I liked it a lot!
Oct 10 18:57:59 28m 27s Unstable States ♥ 0 I like the design of the monster and the core idea very much. It would be interesting to see it explored a bit further, to see the character changing forms with neat animations, maybe unlocking new forms when reaching certain spots in the level, maybe some enemies are only vulnerable to some forms but not others while some forms are immune to their weapons (rock-paper-scissors kind of deal), etc. Keep it up, cheers!
Oct 10 19:21:45 23m 46s 1000 Shells ♥ 1 I absolutely love the idea of making the player discover the rules by playing! Discovering every new rule is incredibly satisfying. I spent too much time before I understood how exactly turning worked for some reason, and even after that it didn't quite feel logical to use absolute directions for rotation. Just using W/A/D keys where A/D is turning CCW/CW and W is step forward would be so much more intuitive and natural for this type of motion. I like the design of the puzzles and the way they introduce new concepts gradually. Great entry!
Oct 10 20:39:12 1h 17m UnstaLaser ♥ 1 This game looks incredible, and I love the core idea. On some very high level of abstraction this is almost the same balance of decisions as racing: you can choose to go faster/use more power, but it's gonna be more dangerous. But in case of racing you can build up skill to learn to control the power so you can go fast *and* be precise while doing it, and that's what lets you win. I guess that is the feeling I was missing here: some more control so you can feel that your victories aren't pure luck and your losses aren't just unfair. Maybe after setting the power there could be some simple minigame-type interaction that would determine how successful the next shot is going to be. It would be a metaphor for aiming with an unstable weapon. For example: Power 1: You just pick a square and shoot, done. Power 2-4: You pick a square and see highlighted area of possible hits. A UI appears for precise aiming: a bar with a narrow green zone and a mark going quickly left and right, and you have to stop it in the green zone — kind of like a "default fishing mini-game" to determine the success of your shot based on how close you get. The closer you get, the more enemies in the zone will get hit (min = 0, max = power level). At power 2 it's easy and you win almost every time, but at power 4 it's so quick that you almost rely completely on luck, but not quite, because whatever the outcome of the minigame, it's still on you! That's just one idea of how to achieve the feeling I was missing, no doubt there could be numerous other solutions. And, well, it's just an idea, not saying the current completely random shooting is necessarily worse. Just thinking aloud :) Also, would be nice to maybe have an option to play with the keyboard: WASD + Q/E for setting power + Space to shoot would feel pretty nice imo. Mouse interactions make it a bit slow for my taste. Sorry for the huge comment, this just shows you how much I liked what you made :) Your entry is awesome.
Oct 11 21:19:47 24h 40m The Curse of the Un-stable ♥ 1 I really-really like this one! I think controlling it with keyboard could be much more convenient and more fun, just tap arrow keys to overwrite your moves in a loop and then press space to confirm. Maybe more variety in what's happening on the playing field: power-ups, special abilities like double moves or attacks in different patterns, etc. — this game has a lot of potential for expanding. Perhaps there could be an enemy who sometimes makes unpredictable movements to make the game even more unstable? This should be compensated with more hit points or a way to heal, perhaps. Great entry, great idea, great cinematic feel, and is that procedural noise-based ground? Awesome!
Oct 17 10:24:00 133h 04m Crazy Cauldron ♥ 0 I can't believe how much I love this. Super tasty pixel art, strong vibes of Kyrandia games, clever mechanics of catching ingredients in the wild, it's so simple and elegant. I'd really love a keyboard shortcut for switching between the cauldron and the forest. Maybe what I'd love to see is a little bit more skill involved, for right now a lot of it seems to be relying on how agile you are with your mouse. E.g. if all of your ingredients are not fitting, all you can do is ditch them as fast as you can and go hunt for the ones you need, and a huge part of these actions is purely mechanical. But when you're in the laboratory busy creating actual potions, you do feel like a specialist applying a skill: you need to understand the color wheel and make informed decisions about the next ingredient you wanna put in, and some part of me wants to feel more of that. Maybe add other parameters to consider besides the color, or make colors obey some laws that aren't that regular and need to be discovered, add some complexity into the magical side of things. Hunting for ingredients could still be a part of the process, but maybe a bit less prevalent and a bit less random, as in, hunting for specific ingredients could require separate mini-skills or knowledge about where to look... Having typed that out, I'm realising I'm probably just describing a completely different game by now. But hey, your game inspired this train of thought, so I'm sharing! Awesome entry!
Oct 21 17:56:51 103h 32m Where's My Tripod? ♥ 0 This is so beautiful! I would love to be able to review the photos I made at the end, and I'd also love some noticeable feedback right after each shot to clearly see how well I did (maybe the value of the shot in corresponding color flying up slowly + a sound, that sort of thing). But overall this is a solid core idea that can be expanded with new fun mechanics pretty easily, I enjoyed it thoroughly! Oh, and the art is just \*chef's kiss\*