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A jam submission

An Owl BalladView game page

Submitted by Elaiths — 5 hours, 4 minutes before the deadline
Rated by 9 people so far
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An Owl Ballad's itch.io page

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Team members
Elaiths

Software used
Unity

Use of the limitation
The player needs to score 50 points to unlock Hard Mode. I’m not sure the feature is working properly, but another interpretation could be that the number of steps determines how the day/night cycles progress.

Cookies eaten
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Comments

Submitted

This was a cute little puzzle game. I think the night time movement to avoid dangers during the day was a very neat concept! I felt like the bats were a bit incongruent with it though since they felt like they kind of forced you into moving in certain directions, and were very difficult to avoid. 

Submitted

Good concept! realitation is great but kinda missleading, I would recomend to make another font(unreadeble) and the sound thing,cool game overrall!

Submitted

The game isn't loading.!

Submitted

I managed to score 47 points! It's a great idea, and the game is really fun to play. I lost a few times, but then I figured out how to play! In the future, it might be a good idea to make the hunter's route random to make the game more challenging

Submitted

I'm a bit confused to what am I supposed to do and how, also the day phase makes me think like a lost initially.

But then it resumes, with a bit of polish and a tutorial it could be a cute puzzle game.

Good job nonetheless! 

Submitted (2 edits) (+1)

Hello ! It's a cute little experience. I noticed you tagged it as adventure but I felt it more like a puzzle. 

The mix between planned actions and real time features like avoiding bats was a bit confusing.
For me the only winning condition was to make sure to have enough steps to cross the path and not being stopped in the middle.
Eating a berry provides an additional step but it seems there were placed randomly and resulted in wasting steps in the end so there was no action to think about such as chaining berries to travel a longer distance.
The human moving faster in hard mode has no incidence on difficulty since we can't move during day anyway. 

Overall, I feel like you tried to implement different gameplay elements but you did not manage to give them a common direction and create a consistence between them.

I'm curious about your thoughts during your design process :)