That actually made me emotional a little bit, I was wondering why all the dialog seemed so mean at first for such a cute looking game but it ended up being part of the plot! And all is well in the end ^^
Totally adorable, I'm glad I played this!
| Criteria | Rank | Score* | Raw Score |
| Overall | #133 | 4.047 | 4.047 |
| Visuals | #162 | 4.355 | 4.355 |
| Seriousness | #176 | 4.105 | 4.105 |
| Enjoyment | #213 | 3.961 | 3.961 |
| Creativity & Theme | #261 | 4.118 | 4.118 |
| Audio | #313 | 3.697 | 3.697 |
Ranked from 76 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
That actually made me emotional a little bit, I was wondering why all the dialog seemed so mean at first for such a cute looking game but it ended up being part of the plot! And all is well in the end ^^
Totally adorable, I'm glad I played this!
AMAZING, I LOVED IT. It reminded how i use minigames for spinning in my game too, the art was amazing the capybara with the scarf was sooooo cute, 10/10 experience!
Really fun and really pretty to look at! All round a fun experience!
A Good Game! You took this gamejam very seriously and I am impressed with how much this game offers in a short timeframe.
In terms of the story (wish I could add spoiler tags on itch lol), I didn't understand why the animals had to be mean to the protagonist at the start. It makes sense that the capybara wants to vibe with the animals and the animals though he would die if they didn't stop him from being too friendly, but that would work better in the middle of the story than the beginning imo. I think it would be stronger if losing the mother happened during the gameplay. Perhaps you get to play all the minigames the first time with positive feedback, then that happens and they don't want you to help because the mother being captured teaches them that generosity is dangerous. It's only until you are rejected by all the animals do you find the human to help, which leads to the positive ending.
I realize the story can't be too long, but that scenario would connect with me a little better. The current scenario would make sense if you put more emphasis on deciphering clues about what happened (like the scarf). What do you think?
Thanks for playing and your well written feedback!
To be completely honest, I think I disagree, but of course it is subjective. I prefer to offer a mystery (why is everyone else in the village being mean, and happened to our mother) without explicit explanation, then slowly build hints/clues (like you mention with the scarf, and later with the linger scenes between scene transitions).
In timeline terms, the beginning you are imagining does exist, and by the mid/late game the player has their own ideas about how it went. Maybe they are "correct", maybe they are not but I think it's fun to let people theorise without spelling it out because I prefer a slow unravelling. I also like the reveal of humans to come unexpectedly, and without explicitly naming them as a/the danger beforehand. It's fun to watch people experience those scenes and fear the humans the same way the other animals do - the other animals wanted to dampen the capybara's kindness to save him because of that fear and the player gets to experience the outcome of allowing him to be his own little helpful self instead.
Sorry that got a bit away from me there, but yes, essentially I wrote the narrative the way I like to experience stories. I understand that style (I guess it's the mystery box style, but hopefully I provided acceptable answers to all the questions I seeded) isn't going to resonate with everyone in the same way and that's totally okay!
I appreciate you defending your narrative! My main disconnect came from the contrast of negative text and positive visuals/music. I can suggest a small way to sell the fear: stop the music on certain dialogue lines. On example would be "you are small and weak so this should suit you" and then add an unsettling pause before the music resumes. Then it's clear that something is wrong to the player and they can ponder why.
Really cute game! Loved all the art here. I unfortunately couldn't get past the "puth the spinning things in the basket" game - I think you could have been much more generous with the angle needed to succeed there.
Seems like the protagonists of our games would be good friends :P
Oh no! I'm so sorry to hear that, I promise there is a lot more to enjoy after that! (and maybe some more areas to get stuck on that could've used more playtesting too, but lets not get ahead of ourselves...) You are indeed right, I could've been more generous, simply not enough playtesting to see where more people tended to struggle.
This was a very CUTE and sweet narrative. I was certainly smiling all the way through. All the sprites and environment were beautifully drawn! Great choice of music and SFX too. The minigames were fun, but my only suggestion is for the success hitboxes to be just a bit bigger such as for the swinging monkey (I was stuck on this one for a little bit) and the last minigame. Overall, this was an enjoyable experience. Great submission!
Very cute game with some fun and interesting minigames that fit the theme well. I had a great time playing it. Really nice job!
Awesome game, art is super pretty and no notes on the mini-games they were all fun and fitting in their own way, I love the story too but for some reason I had a headcannon which had a plot twist near the end that's very similar to an anime called Odd Taxi, I don't want to spoil this game or the anime so I wont get to it but thought I'd mention it, great stuff!
Great job. Art is a standout and I loved when we could hear what the residents say after capybara walked off screen. So sweet, I absolutely loved it!
Got stuck at the swing level, but more or less I got the gist of it. Good game.
Got stuck at the swing level, but more or less I got the gist of it. Good game.
This game is super cute!, making a game with minigames in a game jam is wild, so much to do, and still you pulled it off, well done!!
Thank you! So I regretted writing "make 6 minigames" in my plan so many times. After the 3rd or so I decided I would just make the other 3 reskins with the same mechanics, then once again decided I do in fact hate myself and that they need to be different for no real reason except sheer hubris and stubborness.
Then when planning the flow towards the end I added a 7th and I'm not sure what's wrong with me. I'm so cooked.
This game is great! I played it all the way through. The narrative was really enjoyable. It was cool to see the story unfold during each day. The art is also really nice! The mini games were a good take on the theme as well. Great job making a complete game for the jam!
Some things that were maybe missing would be a little more misdirection. The arrows told me exactly where to go and perhaps would have been more enjoyable if I had to figure it out myself.
That's an interesting perspective and not something I considered, actually the exact opposite! I imagined people would be annoyed if they had to search around for the semi-arbitrary exit when my backgrounds are mostly a little vague, which is why I added the arrows fairly late on.
I think that actually might work well if the game had a bit more detail and density, maybe more little decorations and things to explore/interact with in each scene and clearer "this is not an edge you can walk through"!
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