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A jam submission

Lipad, Ligaya!View game page

What if pasalubongs have feelings?
Submitted by Timanh Nguyen — 47 minutes, 30 seconds before the deadline
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Lipad, Ligaya!'s itch.io page

Team Members
Developed by Team Elysian
The Moon, Tsukki: Lead Dev and Programmer
The Star, Anj: Art and Audio Direction, Lead Artist, Game Design, Narrative Design
The Sun, Nikko: Art, UI and UX, Narrative Design, Playtesting

Showcasing Consent

YES

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Comments

Developer

Sorry, everyone! If the game is buggy or unplayable in your browser, that's my mistake. I accidentally left the browser version enabled while updating the page. I hadn't finished customizing it and forgot to remove it. The game is supposed to be downloaded and played as an exe.

I've now updated the page and fixed the major bugs. Here's the playable version: https://timanh-nguyen.itch.io/lipad-ligaya-stable-version

The gameplay is working, but I haven't finished the story dialogue yet, so some dialogue may be incomplete. Thanks for your patience, and I hope you enjoy the game!

By the way, congratulations to everyone who tested our game! We weren't able to finish the story or fully polish the gameplay before the deadline, but we truly appreciate everyone who took the time to play and give us feedback. Thank you for your support!

Submitted(+1)

cute!!! rly liked the art and the personifications of the chocolates :]

i will say that the high turbulence thing felt kinda weird and the objects being stretched out made it kinda hard to visualize how big the objects are, but regardless of that i had a lot of fun with the timed aspect of it all!! i did get stressed out a bit during this and ifl thats kinda the point hehe

Submitted(+1)

Oh, hey! Your team made a very similar game to ours! Another item-packing, space-fitting game. The shapes and overall mechanics of this game are a lot simpler in favor of a timed round-based system, lending to a much different, more urgent vibe compared to ours. I like it! I do have a few comments with regards to the base concepts that underlie this game:

* Since items are almost exclusively rectangular, packing is honestly not that hard on an also rectangular grid. The game's challenge is actually more about mouse maneuvering than space packing as a result.

* I'm a little unsure as to what the "High Turbulence" warning/mechanic does. I have a hunch that it is supposed to reset the position of the current item being held, but since the mouse position is not reset, the item is still placed upon release. But my point is not the lack of visual-mechanical parity, but moreso to the point of the High Turbulence mechanic's existence in the first place.

However, even still, I quite like this game! I appreciate that it's an attempt at a more game-y aspect as compared to the overwhelming amount of story-focused submissions. I love the art, and I thought the whole ordeal was a cute package. Congrats for participating and I wish Team Elysian the best.

Submitted(+1)

For a 72-hour game jam, I think the team did a great job with this project. The game’s resolution was a bit buggy on my end, so I couldn’t see all of the buttons, but I can tell there’s a solid foundation here that could be polished further with more development time.

The visuals are a bit rough around the edges, but the gameplay mechanics are what really make the game stand out. They feel engaging and have a lot of potential. The story isn’t much of a focus, but it seems like the team chose to prioritize refining the core gameplay instead. Overall, it’s a fun concept, and I could definitely see it working well as a mobile game.