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Honey Pony

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TimestampSince previousGameHoney Pony's comment
Oct 18 18:46:08 Skrungle Rescue ♥ 1 I like the progression in this game. When I played, I didn't think about trying the "climb" mechanic until after I found all the obvious skrungles that could be reached by jumping, and then it took me a few more minutes to realize I could simply scale the walls on the edges of the room -- which is itself a cool mechanic, really making use of the geometry of a bedroom to make the game interesting. As many others, I found the sprint mechanic annoying -- my pinky was certainly hurting from holding shift by the end. I also found the combat to be not worth engaging in -- too easy to take damage, when running away is just as easy. I think one thing that would instantly make the combat work better is if WASD let you strafe, while your mouse position determined your facing direction. That way, you could face towards the enemies while backing up, which would make the combat more natural than: attack, turn around, run away, turn around, run forward, attack, and repeat. One cool part of the map, to me, was the trash can. It restricted your vision more than any other part of the map, and also had somewhat restrictive geometry inside. It felt kind of scary going in there, which was cool. I was completely unable to find the last cage between the bed and the TV stand until reading the comments here. The pixel filter made the cage completely blur into the background until being quite close to it, so I also couldn't spot it from a distance. Overall, I would say good job making use of a bedroom as a game setting. It definitely felt good learning to navigate the space and to make use of the walls, and it was fun to see all the different recognizable everyday objects.
Oct 18 19:05:46 19m 38s A Story of Steebs ♥ 1 Cool little game! One thing I found interesting is that several of the puzzles were more tedium than logically difficult. I think this was actually a pretty good choice. It really made it feel like navigating a horde of tiny guys rather than, say, "exactly as many as the puzzle needs," which seems very thematically strong. In particular, there was something satisfying about just beating the levels even if they weren't strictly speaking difficult. A good example of this is the maze level. I still enjoyed beating it even though there was no real puzzle. I think one reason the steebs are satisfying to navigate is because there is a surprising amount of local control. This is partially due to the puzzle design helping hook steebs into helpful places, but also because the mouse pointer can change most quickly near the steebs that it is right next to. This lets you navigate the nearby steebs with a lot of control while the faraway ones can't really change what they're doing too much. One extra bit of fun was I would always try to get all the steebs to be eating their food at once. This was actually pretty difficult and I never succeeded, but it was fun to have them all rush in to the final area nonetheless. I liked the little jingle at the end of each level quite a bit.
Oct 18 20:19:05 1h 13m Critter Clash ♥ 2 Fun use of the theme! There were certainly a lot of different creatures to explore in this game. I think the card-based approach is an interesting one. Given that the player has no control over the deck, it effectively means that we're playing a game with a random set of 5 actions we can take each turn, that might also be restricted by the energy. Interestingly, I found that the energy limitation was only really significant during the first turn or two. Once I had one creature in each row, there was no immediate threat, so I was really only going to be playing cards if they had a specific purpose. I found that I almost always had enough energy to play every card I wanted to play during a given turn. This also makes the exact composition of the deck during each level very important. From what I can tell, the 0-cost cards were basically just completely useless? Which means that the deck basically has a chance to give you only 4 or 3 options each turn instead of 5. One illustrative case of all this was the level with the "your attacks get stronger over time" theme. During that level, I didn't see any legs that did movement for 3 or 4 turns, meaning I played basically no cards as my body slots were all filled and I needed to find movement to make progress. I saw the 0-cost legs many times and eventually placed some on one of my creatures who was doomed to die, and sure enough it didn't seem to accomplish anything. Another interesting consequence of the deck / card pool is the possibility to stalemate a row. This happened in at least two of my fights--in the final battle, I didn't realize there were going to be no legs that had any damage, and so this showdown occupied the upper left corner of the screen for most of the round: Screenshot from 2024-10-18 16-06-12.png This is arguably a good defensive strategy, but it also meant I became very scared of accidentally softlocking the game and so I played pretty carefully from there on out... made sure that basically every creature I placed had some attack and movement. That said, all of this did mean there were interesting choices to make. Do I place a body down this turn because I have the chance? Do I wait until I get something good? Is there anything worth playing this turn, if it doesn't add attack or movement? And it was definitely a lot of fun stumbling through the different levels and finding out what all the cards did. Interestingly, the 1st/2nd level (whichever one had the "growing attack power") was the hardest one for me, specifically due to the lack of movement available. The round with all the bugs was also very interesting, as I kept finding myself wanting to add more properties to a bug before remembering it wasn't going to be possible. I think it's interesting how much advantage being the first player gives in this game. No matter how much health the enemy creature has, if our creature strikes first we can win as long as we have some minimum amount of damage. That said, I did still blunder a few creatures due to having the wrong amount of speed on them, letting the enemy effectively strike first. I thought the combat system was therefore pretty engaging in terms of the speed values. I think probably the most critical choices to make for any given cards was if there was some amount of speed to add to a creature that would help out. All in all I think the variety in this game really sells it. The mix-and-match creatures are just fun to look at, such as my gnome-chicken-cat that blocked my upper lane for the whole level 4. 😄 I had fun playing through and figuring out the strategy. The number of mechanics present in the combat system plus the card system make it fun to think through and learn, even if I'm not sure the strategy gets better than "always get speed and attack". A very impressive compo entry!
Oct 18 21:01:10 42m 05s Pick Up Lines ♥ 2 This game had me breaking out the ol' pencil and paper to write down and annotate the map. 😄 In particular, I wanted to keep track of which edges actually corresponded to which doors--i.e. write down a directed graph instead of an undirected one--but it turns out the labelling in the game is actually unambiguous about this. Nonetheless, it was very useful to be able to refer to the map while actually in the maze, and also to check off each room as I explored them. I also began to internalize the structure of the maze as I wrote it down. I tend to like puzzles that require a bit of working out on paper and such, and so I thought this was enjoyable. I didn't think the tedium of exploring the maze was too bad. There are only 3 * 9 = 27 rooms to look at, although we do have to look in both directions, but it doesn't take too long. It was fun to see the miscellaneous decorations inside various rooms. An interesting interaction: The first key I found by accident while just holding down the "left" key. I therefore missed the dialog for it. From then on I carefully crept back and forth through each room instead of holding down the movement keys, which did slow down the exploring but allowed me to see the dialog / key pickup message. It felt more appropriate as well to go slowly than to keep slamming myself into the walls. I think that the fading mechanic adds a nice bit of tension. I'm not sure what happens if you fade away entirely as I didn't want to find out. From the other comments it sounds like fading away did not end the game, which is probably for the best for a jam game. Still, it's a nice bit of story. I always like the ways your games have these fairytale-like stories and characters.
Oct 19 20:34:39 23h 33m Burning Bells - Lilleborg 1259 ♥ 1 Really fun and creative use of the theme with the shrinking player character. I especially like the way that the enemy sprites grow more detailed (and scary-looking) as you get smaller. I think there was a good variety of enemies all things considered. All three levels felt meaningfully different, although I do agree that the player health bar allows for tanking a lot of hits. Personally I think level 2 was the hardest for me to wrap my head around--I couldn't seem to attack the enemies without retaliation, especially the big one--it seemed like there was no way to approach. So, in that level the amount of extra health came in handy. In general the graphics and sound were great, this game is well polished. I also enjoyed the unusual writing style for the dialog. I will admit I didn't quite understand the story until getting to the end. All in all a very solid entry!
Oct 19 21:44:52 1h 10m The Princess Ant and the Escape from Terrarium ♥ 3 Unfortunately this game was a bit laggy on my computer so it was somewhat annoying to play. 😅 Still, I managed to beat the boss (in the post-jam version), so I guess I was able to get through the game. I think the combat has some fun mechanics and some frustrating ones. It was very satisfying to land a midair chomp on various enemies. However, as I continued to play through, I found that I kept getting hit by enemies and being unable to retaliate--because retaliating requires backing up, then turning around (without moving forward!) and then finally attacking. Ultimately my strategy was to primarily ignore all the enemies once I got the flying ability. I did decide to go back and get the shoot ability after finding the boss fight. I never managed to get the dash ability though. It was quite nice to be able to prioritize upgrades like that. I figured that flying would be the most useful ability, based only on seeing the flying ants, and I was absolutely right, and then of course I made the choice to go get the shooting upgrade. I feel like this idea could even be expanded on more... having the ability to explore the map, locate goals, and then work backwards to earn upgrades was a satisfying little bit of gameplay. I'm also glad that the boss did not require all the upgrades to beat it. In fact I imagine it's possible to win just with jumping and the normal attack, although it might be a bit tricky. I think that a terrarium is a fun setting for a game, although perhaps I should rethink that after getting to the ending. 😄 Definitely a lot of room for interesting storytelling, and I think there was a bit of that, especially in the exposition at the beginning.
Oct 19 22:04:08 19m 16s Evolve ♥ 1 Cool little game! As a certified Spore enjoyer I certainly had fun. I think the spike upgrade is by far the best first upgrade. It makes it so much faster to earn DNA from the small cells, and crucially gives you a very strong defense against the big cells (which otherwise seem to be very dangerous). Strangely, I think the second spike upgrade is arguably a downgrade, as it makes it harder to move towards the big cells while still keeping yourself safe. It still seemed situationally useful though. I think that perhaps the main problem with the game is there seems to be no way to defend against the big cells without a spike? Maybe the flagellum also does the job. But what this means is, before getting any evolutions, if you see a big cell you are more or less dead. On very first try I didn't see any before evolving but made the very poor choice to try to bank my DNA for the extra energy. On my second try I saw a big cell when at 90 DNA and couldn't figure out a way to escape. On my third (winning) try I did see a big cell, but it didn't seem to start attacking me, so I was able to get the 100 DNA in time. I guess maybe you have to stay out of their range of detection? But sometimes it seems like they would attack from off screen (e.g. I would hear the music before even seeing them). On that note, the danger music was a very nice touch! Overall I think the idea of a Spore cell stage but with more RPG-like upgrade / skill tree type system is a lot of fun. Makes it more possible to focus on having interesting gameplay mechanics that don't have to interact with all the possible body shapes in Spore. In any case it was a nice little game to play through! Nice job!
Oct 19 23:43:37 1h 39m ABDUCKTOR ♥ 3 Managed to find all the ducks without using any hints! I think the duck placements in this game were well-tuned for the number of ducks. Most of them were quite easy, but there were a few that I spent a good chunk of time on. In particular, the candle room seemed to me like the most interesting puzzle in the game. I noticed the lights and the candles and was wondering what their effect was, but the icon in the corner + more and more candles I discovered in multiple rooms led me to victory! Interestingly, the last 3 ducks I had to find were the pinwheel-based one and plant-based one in the Terrace, and the hidden one in the Library. I think my only real complaint with this game is the somewhat inconsistent interactivity. In particular, if something reacted when you moused-over it, that didn't necessarily mean it would interact when you clicked it, and vice-versa. This is why I missed the plant duck in the Terrace for a while -- I noticed that the plant moved when I moused over it, and I guess I just figured it was a visual effect like the windows that change colors. Another case is the lights in the Terrace and Library -- from what I can tell, there is absolutely nothing that can be accomplished by clicking them, but I think they're the only clickable thing in the game that doesn't result in progress. I would have liked to be able to "look inside" various other things in the game. For example, in the Bedroom I really wanted to open up the other cabinets and drawers. I think that kind of thing would really make the game capture the sense of looking for something better. Of course, it would also make it more stressful, as looking for things in real life is not necessarily a fun experience, but interactivity tends to be fun in this kind of game, I think. On that note I definitely really liked all the puzzles that required interaction! The duck in the toilet was one favorite--I was very confused why clicking on it didn't work, until I realized maybe I had to flush the toilet. The hidden duck in the library was cool, the candle puzzle was cool, the table in the Living Room was cool, etc. The musical windows were a lot of fun too! Despite my complaints I do think that the number of interactions in this game is pretty fun! The only other nitpick I have is that I really would have liked to be able to click to exit the "duck found" screen (and also have it stay on screen when I want). That would have let me look at the more interesting ducks for exactly as long as I wanted while also getting back to the gameplay faster after seeing the "duck" ducks again--I almost always wanted to exit out of the screen a few seconds before it closed. Still, that's a minor nitpick. Overall, this was a really polished entry, and quite fun to play through! Great job!
Oct 19 23:58:38 15m 01s Terrarium ♥ 1 I really like the graphics here! Each of the sprites looks pretty good and at first I didn't notice how many were repeated! I think the world feels nice and cozy, which I think is what you were going for. The gameplay itself doesn't quite seem to work--I can get lots of food from the tree, but I have a hard time getting the ants out to eat it. It seems like the "Search Food" button usually doesn't do anything when I press it. I also noticed an issue where the WASD keys would sometimes not work. I enjoyed the music! Reminds of Terraria, although perhaps that partially due to the similar game title. 😄
Oct 20 00:54:32 55m 54s Paper Russula ♥ 2 Fun little game, but very difficult! I gave this a few tries, including after I realized I could chain together activators, and I wasn't quite able to put together a winning strategy. My high score is 11. It seems like the available space is very restricted by the random starting activators. My final run I got what appeared to be a very nice set -- with both of them in the bottom right corner -- although I was not quite able to make anything good out of it. I'm not quite sure how to actually put together a winning build. It seems to me like you need to have Russulas shooting in each column at least twice per cycle, which should be possible with some careful planning, but it also requires a very activator-heavy set of draws and I'm not sure if it's possible to construct it in time. It also seems like the short range of the Russulas means you more or less need them on the top two rows so that the rest of your build doesn't get destroyed (i.e. any lower, and anything critical above them will be destroyed by enemies before they fire). It seems there must be some way to do it, given the scores in the 70s or so on the scoreboard. 😄 I do like the puzzle here. It seems like a very restrictive set of tools available, especially given how difficult it is to route energy--from what I can tell there is no way to route a bunch of energy to all columns at once, any activator chain can only activate up to half of the columns due to the way that the horizontal activators work plus the limited number of rows. It also is fun working through those first few enemies and trying to get a build going. Trying to strategize how to incrementally build and how to attack the enemies that are already present is a nice little challenge. I'm just not sure how to get any runs past that initial point! One note: The Switch-shroom's description is incorrect, the Left one says it redirects enemies rightward and vice versa, which was very confusing.
Oct 20 01:09:45 15m 13s Slime Tower ♥ 2 Nice little game! I found I didn't really need to worry about the birds too much -- it was easier to focus on just grabbing more slimes, and the birds rarely managed to get me. I'm not sure they got me at all in my first run, so I tried again and definitely noticed they occasionally snagged some slimes despite my random jumping around. The slimes were a bit tricky to land on, I found my best bet was usually to just aim in the general direction of a pile of slimes and hope I landed on some. I guess they try to run away from the tower? Which is kind of fun (or maybe morbid?) from a story perspective... all the slimes run away but then join our effort to capture more as soon as they are part of the tower. 😄 The sounds and graphics were quite nice, the game feels polished. One particularly nice piece of sound design I think is the difference between slimes getting picked up and slimes getting taken by the birds--although I never saw the birds grab a slime, I still more or less intuitively knew that that sound was probably the "bad" sound (and confirmed it later when I saw the ticker tick down). Nice job!
Oct 20 01:23:16 13m 31s We Little Three ♥ 1 As far as the art style, sound design, and general vibe of the game go: this is my favorite game I've seen this jam. Everything is super nice, the different characters are adorable and have interesting designs, the animations are great, the various physical objects used as puzzle elements are great. I was really hoping to "get to the hard puzzles" as I was playing through. I believe there was only one level that had anything I needed to think through--almost all of the levels were simply executing the obvious steps to get to the goal. And that's completely fine for a jam game / prototype -- I often start with vibes when making games rather than building any particularly engaging content. And, I think that having a game that is just fun to interact with -- without even having deep content -- is a really good thing! (e.g. I've definitely heard that said about platforming games, and I can't see why it wouldn't apply to puzzles). But, I definitely would have liked to see some tricky puzzles! I'm thinking the main limitation is probably that more mechanics would need to be introduced to really start getting trickier puzzles--for example, the yellow character can't really do anything to open a path for the other two, so that character doesn't have as much utility in puzzle design. All told, though, I'm very glad I played this entry! It was absolutely a treat.
Oct 20 01:42:41 19m 25s They Buggin! ♥ 1 Once I realized that there were upgrades to the base I was able to do reasonably well. It definitely seems difficult to keep up with the ever increasing number of spiders--in particular it seems easiest to earn food at the beginning of the game and quickly becomes more difficult as the food ants tend to die and it's hard to keep them coming when you also need to defend the base. Still, it was pretty fun to get better at the game and I was eventually able to kill 23 total spiders. It is fun to command the ants and see them go off and do their thing. I am very glad that the AI modes are there in the game, although I wish there was more indication of what each one did, as well as some sort of defensive mode so that it was possible to keep the base safer. Unfortunately I always forgot about the boot past a few uses in the beginning. I perhaps could have survived a little longer with it. It is a pretty funny mechanic -- the idea that this one ant colony in particular has a human on their side stomping on all the other bugs. All in all though a fun game!
Oct 20 02:06:44 24m 03s Tinyzilla ♥ 1 I'm not quite sure how to beat the last level. From what I can tell I am generally following the best strategy -- getting all the eggs before engaging an enemy, making sure to only engage one at a time -- but the bugs in the last level just kill so many Tinies that it doesn't seem possible to have enough to kill all the bugs. At first I thought each time a Tiny died it spawned a new egg, but I think what is actually happening is that the bugs dying spawns new eggs? In that case, it seems like on the last level I generally lose about 5 Tinies per bug and gain back 3, maybe? Except this ratio gets worse as the group of Tinies shrinks and can't kill the bugs as quickly (e.g. I think I quickly lost after I had ~17 left). Is there some additional strategy for how to do the battles? It seems like if I could somehow keep the low-health Tinies from the front line, they may be able to live longer, which would help snowball through the final level. From what I could tell there wasn't a good way to micromanage them, but maybe I missed something. Still, I like the idea of combat with a small army of little guys. I think the control scheme here is also kind of fun -- you can move both yourself and the Tinies by holding both buttons, and then let go of one to only move one of them. It just felt kinda good. I also think there was a nice amount of strategy even in the small amount of mechanics here -- it did seem better to me to pick up all the eggs first, and to try to isolate the enemies, and that's without having read the tips. I also appreciate that there are *many* tiny creatures in this game. 😄 It makes the snowball effect of getting more powerful a lot more interesting than just seeing numbers going up, and I wouldn't be surprised if there are good ways to make better use of the army than I did.
Oct 20 02:41:36 34m 52s Scuttle-buttons ♥ 0 Neat little puzzle game! It's always cool to see nicher ways to build games and I don't think I've seen one that had this particular "Just a Windows GUI" construction recently. It definitely feels appropriate for a puzzle game! The levels themselves seemed quite fine, although I think maybe the difficulty was out-of-order? For example I think level 5 is very easy. Still, the levels were engaging enough--I think I spent the longest time on Level 3 but Level 6 definitely took a few steps. One thing that impressed me was the mouse controls. From what I can tell, they just work perfectly. In level 4 I had tried to teleport number '3' off of the A pad and through the C and A blocks, and I was surprised it didn't work--until I realized it was standing on the A pad and so of course if it stepped off the wall would be closed. Looking at the code, this looks like it's handled in an elegant way. I don't know. I just know I always have trouble with making this kind of logic correct when I make puzzle games, so it was cool to see it work so well! 😄
Oct 20 03:06:11 24m 35s SURHIVE ♥ 3 It was fun to get into the rhythm of sending out the Explorer bees and turning them back into Worker bees at night to protect them. I'm not sure I ever totally figured out what the other bees did. I just had a single Warrior and a single Drone at most times, in case they were helpful somehow. In my winning playthrough I didn't see the bear a single time. Perhaps having a Warrior kept the bear away? If so, I guess they were pretty critical to winning, as I was generating enough wax to only hold off a handful of bear attacks. I wasn't sure however if I would need more than one warrior to hold off the bear -- it seemed like they all died anytime the kid attacked so I just kept one. The overnight effects seemed to maybe not work perfectly? I remember one time the effect was that warriors would eat more, but during that day, although the pre-existing warrior ate more nectar, any new warriors I created ate the normal amount. The hungry warrior also seemed to have -5 to whatever task it was assigned to, so I just put it on the Explorer duty (and it sadly froze... not totally intentional! I was having difficulty keeping my explorers alive until basically the 9th night). In any case I do think it's funny that I came to really appreciate the Explorer bees and be quite sad that they kept freezing. The variety of kinds of bee roles plus their varying impact on the gameplay definitely made for an engaging experience, I think! 😄 It was also satisfying when I did manage to keep my bees alive and was able to make my overall bee army a bit bigger. Waking up in the morning with a huge set of bees felt quite good. All in all I think the gameplay was pretty solid, and it was enjoyable to play through. Nice job!
Oct 20 03:37:03 30m 52s Like (Tiny) Rabbits! ♥ 1 Quite the concept! 😄 It is quite unique and pretty fun to have a game where the goal is to kill creatures with time rather than with any other particular weapon. I made the mistake of buying the aging inhibitor in my first few playthroughs, which appears to basically lose the game on the spot as the creatures stop dying. It might be worth adding a note to the description about this bug. I found it quite difficult to actually find the time to buy upgrades as I got farther into the game. I'm not sure how much farther the extra few upgrades would have gotten me. If the aging accelerator worked I imagine it would make quite a difference, both making it possible to earn more money and making it easier to keep the creatures under control. The anti-mating impulsor and crytobiosis both seemed a bit slow and could fire when there was no real need to -- I think it might be more fun if those abilities could be fired by the player with a cooldown, to help get out of a really tough spot. The graphics and sound are quite nice! The game feels polished besides the aging bug and it definitely made me want to give it a few tries! The farthest I got was wave 12.
Oct 20 16:09:17 12h 32m Crazy Critters ♥ 2 I liked the sound in this one! The music was enjoyable and I really liked the coin sounds. The critters may have been slightly too loud but I appreciated their cutesy tone in contrast to how violent they looked eating the slimes. 😄 I wasn't totally sure how much strategy there was to fighting the slimes. At some point I had like 4 or 5 critters and they more or less all died to one slime, but then for the rest of the game I just had one or two critters at a time and still managed to kill the remaining 6 slimes. The various objects sticking out of the ground were fun to see. In general I think the graphics were pretty good!
Oct 20 16:37:50 28m 33s Fur & Fury ♥ 2 The map and environment look really cool here. I couldn't quite move my defense past the throne room, but I did like exploring the map after I lost (just during the "Press Enter to Start" screen). I think in general this game looks pretty good! As others have said the attacks are hard to use. I wasn't often able to land the fire attack, it seemed to often just disappear--and I wasn't sure how to properly use the chainsaw attack. My best guess ended up being that you had to actually get the chainsaw to collide with the plushies -- which is quite difficult to do with the way the aiming works. I think that making the player character easier to use would really help -- it would make it easier to do strategies such as "immediately buy dancers." Here I am reminded of a somewhat similar (although rather niche) game, with a player character plus helpers to buy, and also a chainsaw being one of your main weapons: Army of Darkness: Defense. That game makes the player character quite strong as you're building up your army, and so I guess in my mind I was probably comparing this to that. One nitpick: I found it difficult to have the song playing while the intro text was also going (two completely different streams of text going at once). The theming of having goblins fight off plushies is a fun setup. It was cool to see all the varieties of enemies out there. And, they definitely felt quite mean! 😄 Despite my complaints I did have fun ramping up my army a bit, and I did eventually hit the 25 cap on goblins in the throne room and tried positioning a few outside it. I didn't quite last super long, but from looking at the scoreboard I guess a pretty strong defense is possible.
Oct 20 16:48:05 10m 15s Mishfu Zoo ♥ 1 I like the idea of an idle game that is meant to be played alongside other things you're doing. I tried to play this one alongside some other Ludum Dare games I was playing and writing ratings for, and I did make it for a little while. I got about 4-5 Mishfus at best (some would often die as the population got larger), and I was able to keep at least one alive as long as I was actively able to check on it. Unfortunately one of the Ludum Dare games I played did not really leave any time for tabbing back to check on them, and when I came back they had all died. I guess this is because the trees all die and then the Mishfus with them. I think the rate that you have to check back to really keep them going is too fast to really leave this game idle for a long time, which makes it difficult to play as, say, an ongoing task over a day. I think it would take too much attention to really do it alongside any significantly long task I was trying to accomplish--even playing it alongside writing a Ludum Dare rating made my writing slow down a bit. I have one minor complaint: Every time you click on the game, it will play something like all the queued sounds from when you last played it, so every time I clicked I would hear the eating sound even when I clicked on a gem (for some reason the gem sound would be suppressed). This might be a tricky interaction with the browser, though--I know browsers often do weird things with sound and it can be hard to put together a clean interaction. Still, I think that a game that requires attention is itself an interesting premise. Sure, it's been done before, but this game is very needy, IMO, which is a funny property to have. 😄 That is, at least if you want to keep your Mishfus alive. All told I think this is a nice execution of a more novel premise, and I had fun trying to keep it alive. The feeling that I was about to let all my Mishfu's die if I didn't check on them was a bit stressful, but in a fun way rather than really being a real stress. And I think that's kinda neat -- I'm not sure I've played a lot of games with a "fun stress" before.