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A jam submission

Kibus Moon RockView game page

Build little worlds for adorable spacehogs!
Submitted by BlipBlipBlue — 1 day, 21 hours before the deadline
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Kibus Moon Rock's itch.io page

Results

CriteriaRankScore*Raw Score
Sound/Music#173.9003.900
Art / Graphics#214.4004.400
Overall Fun#264.0004.000
Controls / UI#853.3003.300

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Ai Usage

Human made

If you have competed before, how has your game changed?
I overhauled the camera system, controls and I implemented a freeform placement system. Also I added objectives.

Genre

Sandbox

Open World

Rating

Family Friendly

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Comments

(+1)

I yet again got stuck on the same mission haha. Glad to see yall back, really enjoyed the improvements, having the little minigames was a nice addition! More minigames and more interactables are the way to go also having the little Kibus do stuff is great, it's fun to "people" watch haha.

Gameplay 03:57:21

Jam Host(+1)

Hey! With FQ9 ending soon, I wanted to let you know that I won't be able to cover your game until after the event. If you're okay with waiting, just keep the game on the event and I'll be getting around to it over the next couple of months or so. :)

Developer

Thank you Hythrain, I was expecting it since you covered KMR last year. 
After FBQ9 ends I am going to take the playtest down so I finish the demo and hopefully release it in 2027.
Will contact you since I want to hear your thoughts and what tweaks I can do heading to the full game launch!

(+1)

Stream VOD: https://www.youtube.com/live/U3U-uP-c1mA?si=KISanzqs4oxkagWv&t=215

I can tell the game is way more polished! Having the little quests was nice. I did see a few assets on the first moon that had some clipping issues near the big rock surface and floating stone at the starting area. The minigames were a cute addition but for me they did start to feel slightly long. I did end up a bit motion sick afterwards but I'm pretty prone to that - maybe an option in the settings to toggle a persistent center of the screen cursor would help? A number of games I play have that accessibility option and it helps a lot. Placement of the grass was so much easier and I like the batch placement feature. Did run into some awkwardness trying to align things with some fences that I didn't make square. Wonder if there's a way to use a scroll rotation for more fine tuning of the angles? Overall super cute and love where it's going!

Developer

Amazing stream! Pet pet pet (so cute)!

Made me so happy to hear that you like the controls (your feedback from FBQ8 was key).
Sorry to hear that it gave you a headache. I did include some rotation velocity settings that can be adjusted.
Just fixed the floating stone, I checked these so many times but there are always some cheecky ones that slip thru! 

Also turned down a little the mushrooms light.

Fences I am thinking to change it so only the anchor its visible first (everybody is rotating them first, I would do the same, when its much easier to place the anchor first) and I am also going to tweak the preview so its less strict on fences (might remove it completely so its easier to handle).

Loved watching you playing and having fun!

Really gives me the strength to finish the game :)

Jam HostSubmitted (4 edits) (+1)

Thanks for the invite, this is my live record, i will make an episode later

Definitely felt the improvement from last year, I can see that you are nailing down the core game play in a more solid way for this feedback, I think I did encounter a known loading bug, only one critical thing you might want to consider is the building blocks being able to be replaced a bit quicker, usually in this genre, the players expect being able to replace the old assets placed on map with a new one going over them directly, that has been pretty firmly established, you will need to figure out how to match that expectation with yours, using the bot to blow it out is cute, but players who are used to this sim genre will expect being able to replace the floor with new floor tiles.

Developer

Thank you Mayshing! 
Will add the tile logic to my notes. I actually wasnot aware of that. 

I am quite surprised that other people also expected for tiles to work differently

Will need to do some research. 

(+1)

I played this game on stream: https://www.twitch.tv/videos/2877899597?t=00h40m33s

This game is really cute!!! The kibus were extremely cute, as were the diglet worm things :)

I'm not super into decoration games, but the quests were pretty engaging. The UI could probably be improved though; I was using the rotation using the wheel button on my mouse, and sometimes it would jump/reset the rotation somehow. The rotation with the mouse also caused a bit of motion sickness (I'm very susceptible to that in general), so maybe tweak it a bit?

The wasd quest required wasd; moving with the mouse didn't work --- perhaps consider allowing either modes for that quest and other camera controls

I couldn't figure out one of the quests as well about furballs :)

I really enjoyed the butterfly minigame! I hope there are many more such minigames

Submitted (1 edit) (+1)

ohhh my god these creatures are SO CUTE!  I felt sick to my stomach looking at them! They made me feel so maternal like the way they kept waving at me and hopping around... I just wanted to shake them!!

I think it would be nice if there was a grid for placing decorations and buildings like there is for placing foundation - It might just be me, but because I couldn't figure out how to place things perfectly, I felt less motivated to make my layouts as pretty as I know they can be. I'd also love if we could place bigger areas of foundation; the limit definitely threw me off.

Also, since the creatures are SO RIDICULOUSLY CUTE, I must request the ability to zoom in more. I think I was getting closer to my screen at some points just to see how cute the little critters were. SO cute... SO cute...

Looking back at my footage, I think there was a bug where I was playing one of the whack-a-mole minigames and I clicked on another tutorial-bot, but before I could read that tutorial, there was another text popup that overrode it once the whack-a-mole minigame was finished. I think I ran into a few other small progression bugs as well - It took a few tries teleporting a Kibu to complete the "Teleport a Kibu" goal.

Initially, I wasn't really sure how progression would be without an economy, but I think it's done really well! Unlocking new areas along with new props with unique aesthetics is a cool way to have the game expand. It's SO IMPRESSIVE that you've built all of this as a solo dev! Good stuff!

Played the game here on stream around 1:52:30. I wanna apologize also... I was trying to make a cute little town but I kind of nuked everything trying to find furballs and it all went downhill. But a REALLY cool game!

Developer (1 edit) (+1)

Hearing you having a good time and completely forgetting about the barking dog outside is the all point of KMR!
"Kind of gagged" was a dream complement!

Well after watching 5-6 hours of streams I couldnot look away from your stream!

I am going to have a look at a few bugs you found (like the brown rocks on the second moon which should be fixed on the next release). Quite concerned about the completion of the garden objectives when most needed to be fulfilled while I will look into the one with the teleport (second time I saw it). 

Furballs I will need to make them less random as atm everybody struggles with it so thats one of my top priorties together with tweaking the UI experience. Drag and drop building/objects/nature I will give it a go again in the future, I have tried to include it before but I could not make it work :( (one of the biggest struggles of a solo dev hitting a wall)

Wow I really loved your streaming and cannot thank you enough. 

It really gives me motivation to finish it!

(1 edit) (+2)

HUGE progress from last year. The game movement and control of the game feels a lot more polished. Still needs a little work there, especially with the world rotation. That can whip around kind of suddenly. 

One of the improvements you mentioned before we played was the replacement of the grid system with a freeform placement. That was a game changer. It's such a more pleasant experience putting things where we feel they would fit the best now. 

Also the cursor doesn't quite point where things are placed, and while we can see the square highlighted to know where items will go, it still throws us off a bit.

We can definitely see how the visuals are all unified along the same theme, with the types of colors and softness of shapes. It does well to make everything feel like it fits. That said, the mission task list in the top right and the dialog in the bottom right are a little too subdued so that they are easy to miss and forget. It might be a good idea to make them stand out a little bit more and have a more noticeable visual cue when they appear or when things change on them. 

On the subject of the checklist, we noticed that sometimes a task would come up with a number of things to put on the map and it doesn't count things we put on the map before the task came up. Not sure if that was by design but we were like "but we have more than that number already." 

In terms of the UI, we love having the option to make the HUD disappear, though we did find that by accident. It might be good to have a key reference that could be opened to see at a glance what keys do what and then closed when not needed. 

As a test to see the loading system, we tried to load our previous game, though it didn't seem like the save carried over what we placed last time, so we tried to get back out to start a new game but the only option to get out was "Exit Game" which exited the entire game. An "Exit to Menu" option would be helpful.

At a certain point, we unlocked the little wooden signs and those are really cute. One suggestion for those would be the ability for players to type messages on those signs, so they could say things if players hover the mouse over them. For example, if we make a path that leads from one area to another, we could type "To Cozy Garden" or something like that on a sign placed at the beginning of the path. 

The addition of new minigames, like catching the butterflies, was a really nice touch to keep things interesting. At the end of our stream, we found scaring the wiggly guys out of the water was a bit challenging. We managed it, but it might be a bit frustrating for more casual players just looking for a cozy experience. Also, it might help to give more explicit messaging as to what happened when players don't win that section. We didn't know we failed that part at first. 

Finally, we really liked the music. The volume and the vibe were a perfect fit. It never felt like it got old or repetitive. Not really any notes on that. And obviously, we love that we can pet the kibus! This game is definitely something Squab would play on her own for hours to unwind. We're really looking forward to seeing more progress and the full game when it releases. Keep up the great work! We absolutely love it!

Developer (1 edit) (+2)

Hey guys, its always amazing to see you play!
Your chemistry is incredible!
Thank you for the feedback, I added a bunch of your stream comments to my notes that I will try to make it happen like allow grass on tiles, the objectives retrospectively update (think I can do it but I am a bit scared of what other can of worms it might bring :) ),  longer tips (though I am also adding tips to the Pause Menu in the future).

The comment of "We can definitely see how the visuals are all unified along the same theme, with the types of colors and softness of shapes. It does well to make everything feel like it fits. " really made my day because buildings, props, surfaces follow a theme which is kevlar (space materials) on the first and wood on the second. I really tried to make it consistent (the next biomes content unlock follow a theme too).

Oh the save file issue you guys had at the beginning was inevitable since that was a 2025 save file and since I added new features the save file changed. I am still going to add a few things to the save file so it will most likely break this one too (I am trying not to leave things out and make changes that break it in the future).

The little wooden signs is a cute suggestion and it will go in the nice to have pile. I might try something with emojis since letters surely will bring issues, will also change the save file and then it will need a tutorial for sure :D . But I can see it happening though.

The pointer being far from the grid is something I will look into it (other people brought it up) but I am not sure I can sort it out since it might be a camera angle issue (not sure).

Also already fixed a couple of my English tutorial sentences and the heartbreaking "game save failed"! Man that almost gave me a heart attack but the next version already has a fix on that...

Again, amazing stream!

(+2)

I'm LatinaStrike a streamer. This is my feedback about your game. If you would like to watch my stream where I played your game, I will leave the link below.

VOD link: https://www.twitch.tv/videos/2877390209

I had a great time playing this game! I streamed about 2.5 hours, and it kept my attention the entire time. 

I loved the cozy atmosphere, colorful visuals, and relaxing gameplay. It was really fun watching my area come together as I progressed. I was getting very creative with the stuff I had. Lol. 

I eventually got a little stuck because I wasn’t sure how to find the furballs. Because of that, I wasn’t able to unlock some of the features I hoped to see, such as the fences and other decorations shown in the screenshots. These may simply unlock later, or I may have missed something during my playthrough. I will definitely continue to play the game to unlock more things. I can see my self spending hours playing the game.

A couple of suggestions:

• Add a way to delete a single row or line instead of clearing a larger area. Sometimes I wanted to delete a row and couldn’t. Could be user error from my part.

• Add a way to rotate tiles, if that isn’t already possible.

I also would have enjoyed more decorations and customization options, although I may not have progressed far enough to unlock everything.

Also is there a way to move things? Like if I wanted to move one of the huts, I would just delete it and place another one. But would be nice to have a drag and drop option. 

Overall, I really enjoyed the game and would definitely keep playing to discover more. Great job!

I apologize for any typos or awkward wording, as I’m using text-to-speech to type this feedback.

Developer (2 edits)

Thank you Latinastrike. Had a lot of fun watching your stream (it was long so I can not thank you enough)!
Definitely looking into a lot of things in your feedback like the catch furballs minigame (everybody struggles so its something that I need to change dramatically) and that leads to blocking people of major content.

A smaller delete brush will be part of the build prior to demo (thats coming for sure).
One that its not in that you mentioned (and I agree) is the ability to move things/drag and drop (or at least buildings/props), I tried creating logic for it but I did not manage to make it work (like Undo)... its the tough job of being a solo dev... I will definitely give it another go since its such a great feature.

Ah for last I did not allow for tiles to be rotated for a simple reason which is overflow. If a tile rotates invades another tiles, flickering happens... could not make it work...
In the stream you mentioned that you liked deleting things! That meant a lot to me since I put a lot of effort in making deleting things fun (not just deleting)!

Thank you for playing the game, had a great time watching

(+1)

That’s nice to hear that some of those things will be implemented and that makes sense about the tiles. We were just having way too much fun with the tiles 😂 making a pool and everything. Haha. 

Deleting stuff was fun lol, that was very creative. I understand being a solo developer isn’t easy. I hope I get to play some more soon and once the final version is out as well. It will be nice to see more things about the game.  Great job 👍

Submitted(+2)

I love the cozy vibe! I haven't had enough time to make something super extravagant but I can certainly see the appeal. Unlocking new stuff to place is super satisfying and makes me want to engage with the minigames. I do wish the tutorials were a little more sectioned off; I managed to get into the moth capturing game a bit early and was confused why I wasn't making progress ^^;

Also I appreciate how fast it was to get into the playtest on Steam too.

Developer

Oh I see what you mean with getting early into the moth game! 
Will fix that now!
Thank you for playing and its great to hear your feedback