A very small seed by vidarn 2024-10-23T15:24:43Z
love the art & narrative design. Not a huge fan of the puzzles themselves that involve some pixel hunting, but it's a nice little tale nicely told
Foon → Ludum Dare Explorer → Users → llikdowk
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | Gunpoint Sojourners | jam | 214 | 3.90 | 2.83 | 3.09 | 3.61 | 4.45 |
love the art & narrative design. Not a huge fan of the puzzles themselves that involve some pixel hunting, but it's a nice little tale nicely told
Really polished entry. Quite impressed at how nice flying feels, the controls are great, and the art and level design is solid. There are a lot of tiny challenges within the world and I had a lot of fun trying to steal everything I could find.
Personally, I don't like scores very much and I'd have been playing for longer if there wasn't a time up, because I enjoyed flying around causing as much trouble as possible. When I really got into the seagull mindset and started to enjoy terrorising everyone like all seagulls do, the game pulled me out with the end screen. On the other side, I udnerstand it's better for the townsfolk to only have one minute of seagull terror at a time.
The art hooked me (at the beginning I thought I was going to play a 2D illustrated game!) and it took me a while to understand the rules of the puzzle but it felt engaging to keep trying until I got them. It has the perfect length and kept surprising me, it was nice to play, thank you!
hey, I played a while ago and didn't comment anything. The visuals hooked me immediatelly and I loved how the game explains how to play without any understandable words. What I've enjoyed the most is understanding what the game wanted from me and being able to deliver it. I didn't enjoy that much the difficulty towards the end because it wasn't as much about learning as it was about being fast though, but it's a very nice entry, thank you!
The art is nice and it plays well but I can't help but think why I'm playing this instead of vampire survivors. The idea of switching the weapons by tiny creatures works visually but mechanically it doesn't really shine. In my opinion, the strength of VS is the progression system it has and the choices that come with it and in your game the progression felt clamped. When I had filled my chuminis hand I could no longer make any interesting choice. Yes, I could time when I wanted to use the skill but I was spamming the space button because it was the best way to optimize my healing so that skill really was more annoying than strategic to me.
I think your idea to add a spin to the VS formula is interesting but I was missing more progression choices and some dynamics among the chumini behaviours so they'd feel less like bullets with faces and more like creatures that were helping me. I also understand is hard to do all this in a jam, and in general I liked the visuals and how polished it felt so congratulations in getting something that feels so round overall.
I liked the writing and the art with the audio background creates an unsettling mood that I liked.
I got the 3rd ending and I wished for the choices to be a bit more grey, to made me think a bit more. Having the critters on the non-depressive option made it the obvious one if you want to get a good ending, even though I also think they were a good metaphore to represent that it takes more effort to do what you know is the right thing to do. I guess sometimes you're too tired to do the right thing even though you're aware of it.
The game ended before I was fully aware of her life and what was going on and it was a pity because I was invested and ready to learn more.
It treats a difficult topic and does it well, thank you for the experience
I felt very confused playing this game. I didn't know if flipping the cards was a good thing or not. In the end I kept doing what increased the top number until I reached the end condition but I wasn't very sure why I got there. I like the art and the game feel of moving the birbs is satisfying but I kept thinking whether I was missing something important while I was playing (and I read the introductory text). I think clarifying the objective would improve the onboarding and the overall experience. Sometimes the top numbers went negative and I was still able to play wich added to the confusion. On the other hand, the art is cute and getting the hang of the system is interesting enough for its length. Thx for the game!
impressive system to be done in only 72h, and works quite well too
@krabban thank you so much for playing. There's only one ending so the flavour of the journey will change but it'll always reach the same conclusion.
@julester thank you for raising the issue and sorry you couldn't play properly :( I've tried it in 5 different machines and that hasn't happen in any of them. I'll let you know if I manage to reproduce/find the issue.
@euler-moises thank you so much for the positive feedback, glad you liked it! Regarding why I used red, it was mainly to increase the visual tension. I wanted something high-contrast that portrayed the internal tension of the characters inside the car against a more calming, darker, uknown colour outside the car that represented the unknowns of the journey ahead. I tried several combinations and red worked great visually with the bugs splatters on the windshield, reinforcing the theme of the constant presence death (so constant that you end up fogetting about it). thanks!