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Kobu's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Lore | #4 | 2.828 | 3.000 |
| Level Design | #8 | 2.593 | 2.750 |
| Theme | #9 | 2.828 | 3.000 |
| Visuals & Audio | #9 | 2.828 | 3.000 |
| Creativity | #11 | 2.593 | 2.750 |
| Farming | #12 | 2.593 | 2.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
A roguelike that feeds the farming into the combat is a really nice idea. I think there's some tweaks that would make it feel a lot better, I can send you my playtest notes if your interested however doing some external playtesting would also help to pick up some of the issues. I think if your hoping to continue developing the project it would be worth taking stock of things that already exist in the project and considering wether to cut things or try to improve / reinforce others. For example the sprinting is redundant because there's never a point when the player would want to not move faster and if anything becomes a bit of annoyance. Whereas the crafting is a really interesting so it would be great if you can reinforce the player's want to use the wand for example by giving them more things to use it on :) The crafting, opening animation and plant growth was excieting and the UI felt clear and clean!
Wow, that's some great feedback. Yes, we're already talking about expanding several things especially crafting and variety in the forest. The enemy waves didn't get implemented due to time constraints but given the huge scope of what we tackled I'm surprised we got to upload at all. Scott really did an incredible job getting as much done as he did. If you would please send me your notes I would love to see them and thank you.
I've sent it across on discord. I'm not sure what your workflow was but its easy to get bogged down with trying to make things that you think are necessary but actually aren't necessary to the main game loop at all i.e. the sprinting. Making one really strong level is going to be better at demonstrating your mechanics / art and concept than making lots of levels that are quite big but don't quite demonstrate the features in the best light maybe. Personally with mine I had loads of ideas and I really had to be strict and keep stripping it back to what was essential to the core loop and experience. But I do understand its never enough time to do everything you want and of course life / responsibilities get in the way :) It's really great you guys made a game and submitted it though you should be pleased with yourselves!
I also liked the opening animation — very charming!
It’s impressive how much world you’ve built, though I did feel like moving between areas took a bit too long.
I played until I was harvesting multiple different crops!
I feel like there’s something I’m missing. In one area, there are a lot of portals, but most of them just bring you back to the farming area. I’m guessing you’re supposed to try them all and maybe find a secret or hidden place?
Is there some kind of endgame or special location to discover? (edit: Just read the description. Turns out I missed crafting the fire wand!)
I really respect the effort you put into this!
Thank you so much for the feedback! We're both keen to continue development on this and it's been my dream for a while now to make a rouge-like. There was an endgame idea that we just didn't have time to implement but if you made it to farming different crops that's about how far we got in terms of content. There's still some to add that we didn't have time for and I wish we had gotten to lay out the procedural forest a little better but Scott did a terrific job given the massive workload he had to juggle.
The portals just take you back to the main base. If you die you drop a bunch of your loot so we wanted the player to have the option to run back to save their stuff if they wanted to.
That opening animation was amazing!
That's awesome dude! So glad you liked it. I worked pretty hard on it. We both worked really hard on the whole project honestly. Thanks for the feedback and for playing.