This is absolutely amazing! It is a beautifully designed Minesweeper puzzle game, and once you figure out the path, it gives you a massive sense of accomplishment. I'm not sure if this suggestion aligns with your vision for the game, but if players could flag mine locations or have a way to draw out their own route map, it might make the experience even better.
Yura
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The game has an incredible atmosphere! There is a good variety of fishing minigames right now, and I can't believe there are actually math problems in it, haha. Some of the animation transitions feel a bit clunky. The final goal of catching 20 fish feels a bit too grindy for a game jam project. Overall, it's a great game, keep it up!
This game is both super fun and has a really cute art style, so thank you so much for making it! The storyline flows naturally, the difficulty is well-balanced, and the game length feels just right. The boss fights are also excellently designed. The only downside might be that the player character's progression feels a bit slow, so it doesn't give you that highly satisfying "overpowered" feeling. Keep up the great work!
The text at the beginning seems to be the game's lore or worldview. Thank you for the hard work on the writing, but I really wish there was a way to speed it up. I just ran through the first two areas, but I got lost in the maze section for about six or seven minutes. Then, a sudden jump scare with a loud scream made me quit the game. I don't like being startled, so I can't give a more detailed review of the later content. However, looking at the early parts of the game, the enemy density is great and really gives off a battlefield vibe. The maze is just way too big and offers zero hints, which was quite frustrating. Overall, if this is meant to be a horror game, I hope you can add a clear tag for it. Keep it up!
This game is really good, I just unlocked Ending 2! I couldn't believe the house actually had a second floor, haha. The object outlines add a nice flavor to the art style. The game stutters a tiny bit, but it feels totally fine to me. It would be even better if you could add some ways to make the tomatoes split like crazy to make the gameplay more satisfying. Overall, it's a super fun and cute game!
This game is amazing! Unlike typical tower defense games that require you to constantly spam turrets(or knights) to deal with enemies, the inclusion of knights who actually age definitely adds a whole new layer of strategy. At first, I didn't realize the knights' age would increase, so I wasted a perk to add two extra knights—only for them to eventually die of old age, which broke my heart. This is absolutely a game worth investing your time in. The mechanic of dragging enemies is also really fun. I wonder if the late game introduces any mechanics to make things a bit easier for the player, so we don't have to scramble so frantically, haha!
Haha, glad it gave you a good laugh! Treating it like a logic puzzle is actually a super cool way to look at it!
You're so right about needing more polish and juice—adding dynamic particle effects, punchier sound effects, and extra screen feedback for those absurd solutions would definitely make solving them feel way more satisfying and addictive.
Balancing that much illustration work in just 48 hours was definitely a wild ride, so I really appreciate you noticing that! Thanks a lot for playing and taking the time to leave such encouraging feedback!
Thanks so much for the great feedback! I'm super happy you liked the art style and the humor!
You're spot on about the card-keeping mechanic—random calamities definitely take away the tactical feel of holding onto cards.
I'm definitely looking into ways to fix this in future updates, such as adding a disaster telegraph system (previewing future turns), passive bonuses for held cards, or card combo mechanics to make keeping cards more strategic.
Thanks again for playing and taking the time to write this!



