auto 2025-04-08 01:11
no game :(
Foon → Ludum Dare Explorer → LD57 → Duplo
By crozzy, Karamelika22 and nik2
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 825 | 2.80 | 37 | |
| Fun | 851 | 2.37 | 37 | |
| Innovation | 714 | 2.77 | 37 | |
| Theme | 850 | 2.22 | 37 | |
| Graphics | 202 | 4.14 | 41 | |
| Audio | 533 | 2.64 | 37 | |
| Humor | 592 | 2.36 | 31 | |
| Mood | 521 | 3.44 | 37 |
no game :(
;-;
Cool art, at this stage feels like a good concept)
We're having a little trouble loading HTML5, so you'll be able to play here soon. Come back tonight :)
I'm afraid that this one will need some explanation, I have no idea what I'm supposed to be doing.
Really beautiful art, I just couldn't figure out what I needed to do. But for real, the art is fantastic, it makes me really want to know how to play lol
I like the idea of resource balancing and trying to build to a final goal, but with these controls, the speed at which the resources deplete feels way too fast. It was very hard to even find time to craft a single thing before dying.
The art, music and general vibe is very cute though, with a little more balancing this could be very fun.
@floppynub I tried to describe the basic functions before starting but apparently it would be better with a video guide) thanks for the feedback <3
@drsmey Thanks for the feedback, yes the balance does suffer a bit)) In the future it will be fixed and the game will hopefully become a lot more exciting
the art is really cool ! I love your colors and style. But interactions with the environment are difficult (the suggestion to click on the character + on the place to go is not easy to master, a possibility to move with the keys to go left, right, up and down would greatly simplify the handling I think :))
@tobaccoleopard The controls are the main draw of the game.)) But yeah it's really not that simple, thanks for the feedback
The art is great and I agree the resource balancing is a good idea.. The controls could need a little work. I don't understand why I needed to click on the character first and then where to go instead of just clicking on where to go. I wasn't able to craft any potions though because I was too busy trying to mine the other materials to prevent the game over.
I really like the graphics and the environment, the colors are just gorgeous! There are some problems with the controls, but the main character at the table is too funny to notice it...
изображение_2025-04-12_002908692.png
That is sure a good design with a beautiful art direction, some interrogations though on the overall experience: - Why did you make movement this complex ? Making require to select player before moving is feeling not very user friendly :wink: - Also, why did you make "points of interest" to follow in order to move from upstais to downtairs etc ? - Finally, have a camera following the character would be great :) But still very niiiiice game and good concept ! :two_hearts:
Thank you for all your feedback, we will remember all your comments and soon we will make it even more convenient and interesting to play, thank you very much
Love the concept! The art direction/execution and palette choice is really cohesive and a treat to visually explore.
I saw your post asking for constructive feedback: - Coming from someone who historically has consistently either done a similar "tutorial-screen-wall-of-text" or scrapped tutorials entirely due to lack of time, I've found it's just too much for players to read and have it stick all at once. Maybe having at least a tldr reference card for the controls somewhere in the corner of the screen or ideally introducing them individually with a prompt at the start while the player can try it out themselves would help a ton, especially when the controls for movement/interaction aren't super intuitive. - That being said, it's a lot easier to rely on a players previous knowledge of game mechanics, controls, etc., in terms of maybe not having to explain how to play. Something like changing the mouse cursor/highlighting a button on hover intuitively signal to the player that they should click here. Or for a point-and-click, I would expect maybe "E" to interact with a station/item and that just clicking on the doors/stairs would immediately have the character walk there and go through. - I think the camera-(smoothly)-snapping on the player when they walk off screen would be a great addition, especially with a time-based resources-gathering situation. I'd recommend looking into cinemachine (since unity), you can set rules to have it automatically do it for you.
The game looks super polished/unique in terms of assets, so I think it makes the un-intuitive controls stand out a bit. This is a bit outta left-field, but I can imagine a cozy, exploration-version of this game being really fun to play :)
The visuals are super cute !! I struggled too with the controls, and failed to harvest any plants, maybe I missed something... But again, I loved the art, the colors and the animations ! :two_hearts:
Lovely art. I was able to (sort of?) figure out what was going on, found it hart to keep the tree alive because of how clunky the controls were. Having to click on the player then where you want to go is very counter intuitive and a simple point and click system would've worked far better (because the current implementation seems to just not work sometimes as well). Also sticks are very difficult to pick up. Sunlight should probably be able to be replenished faster.
Nice idea though, it feels like the execution was like 80% there your team might've just ran low on time.
My comment is going to be pretty similar to the others - beautiful art, unintuitive controls - but hey, it's a jam, you can't figure out everything from the get-go! I appreciated the attempt to try something different. I liked the ticking down of the resources, really added some challenge to the game. I hope you decide to take this further!
The art is absolutely gorgeous! I struggled a bit with the controls, but I really love the atmosphere and concept. Would love to see a more intuitive version after the jam!
The graphics are really well done. I don't know if this was intentional or not, but the first screenshot looks like a pseudo-anime woman which was elicited an immediate response. It took me a bit to figure out how to play the game, but once I did it started to make sense. I think something which reminded the player of the rules (the opening screen) would have been helpful. it also didn't play well with 21:9 resolution, but I get that, like every other game here it was made on a strict time budget and 21:9 is not a common aspect ratio. Good job!
Loved the art style, but the controls were a real struggle. At first, I thought the game was broken, but it turns out it was just some really unintuitive design choices. The point-and-click movement felt pretty clunky, especially since there’s only one character, constantly needing to click just to move made things harder than they needed to be. That said, the visuals are really charming! With some rethinking of the control scheme and general UX, this could be a much more enjoyable experience. There's definitely potential here.
The controls are a bit awkward, but the artstyle is 10/10
Cool art, nice concept and use of materials. I agree on the intuition issues when playing it, such as the controls and directions whilst playing. But that's stuff the dare usually leaves little time for.
Nice entry!
Really beautiful game! I'd agree with other commenters that the control scheme could use some more quality of life improvement. My main issue with it was that it was difficult to target the nodes to between various locations - either it doesn't always recognize the click in the right area, or there is some collider issue there, because quite often the character didn't move at all, or moved in only to turn out it's not in range of the room exit.
There might also be an issue with the character itself, as a few times I noticed that it made the selection sound after clicking it, but then it didn't move anywhere after I clicked the floor and I had to select it again. I thought that having some way of distinguishing whether the character is "selected" or not might make it more noticable, like a different idle animation or maybe slight color tint when it is selected.
As for the resources, I think the sticks were the biggest issue for me. The sun and mineral gathering have their animations, so at least I knew something was happening, but with the sticks nothing happened. I didn't know if I was in the right place to collect them, or if I was slightly off and had to move in closer before trying again.
The idea and look of the game are great. It was a pleasure to watch all the little animations while moving around the place. The story element of trying to save the tree was a pretty nice thing too, made me pretty invested in trying to do my best.
All in all, it's a really cool entry. I hope you're gonna keep working on it after the jam. Well done!
Very beatiful game, loved it!
Very beautiful game, but it quickly gets annoying to have to click on the player again and again. The sound effects are also nice.
Really nice graphics. I'm not really sure why I need to select the character before action, it seems like there is nothing else to select so it could be always selected. Probably I missed something. Game leaves a warm feeling
I think this is a good start to resource management game. I found it too difficult, so maybe having different difficulty settings would be good. The controls felt ok, but I didn't like that I needed to click on the character every time I wanted to move. I think the experience would feel more fluid if the character just moved to the click location (if possible) and use 'F' to interact. Overall, charming game and keep it up!
Fun character!
Art style is just magnificent, but player controller really irritating, and due to smt i cannot take branches for a plant's resource.
Amazing graphic design, which is so adorable! But yeah sometimes it is confusing in terms of controls. Good job!
Good game! Camera movements on my opinion should follow the player automaticly, and the main quest is a bit overcomplicated for a jam Other than that - very nice, especially from the art side!
nice game, very good visual design. nice gameplay, but it's a pity that you can't take bugs from tree roots. good project, and it's cool that they managed to implement the menu and settings
A lot of charm for this game came from the visual and the theme ! Maybe a bit too hard to take wood outside but else was well made ! GG :)