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A member registered Feb 20, 2021 · View creator page →

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That is a bit of a dark twist for this limitation. The concept is really nice! The place around feels sad and empty which I imagine was the idea so good job on that!

The items are placed so far away from each other however that it is difficult to survive even one night. Although probably not impossible.

Thank you! We quite overscoped the idea but maybe I (or we) will come back to it to see how it can turn out with more time put into it!

Woah! This one was looks like it was done by a professional. The amount of gameplay, aesthetic, and polishing in just 3 days is very impressive.

From description it looks like it used a lot of free assets, which is even more surprising because the art style fits together so nicely.

This is pretty unique concept for this jam! Definitely did not expect a strategy game, but that's why I'm exploring! It took some time to get it but once I did it was really fun! 

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Yooo this is so similar to our game idea, but executed so much better! This is so far one of my favorite games in this jam! Amazing work! 

We planned for something more complex but sadly were unable to polish it well enough to feel fully playable.

Edit: I guess you can't see it because I'm not the one who posted but here https://trinket-interactive.itch.io/a-lighthouse-without-a-light-is-just-a-house

Cute! Got 1709!

Have a nice day as well! ヾ(≧▽≦*)o

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It works! My dumb ass was throwing apples and dough at the bowl for like 15 minutes. 😭

I even went as far as standing on top of the counter trying to drop them in a way that they would stay on top of the bowl and not fall off and see if that works.

The game looks cozy but sadly I could not bake any pies because the apple and dough would either bounce off or pass through the bowl :(

Squirrel happy 

It's probably because people are always hestitant to give their information like that. Perhaps it would be useful to explain why you need it when asking for it, and also give a "guest" option, even if it doesn't save your units.

Cute and fun! Would love to see more challenge, though. :)

Handy-cap :)

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Quite an interesting game, and an original idea of making your own platformer lever from what you bought in the shop. Each plant is unique in its own way, and most are fun to use. The gameplay is relatively simple and easy to understand, yet weirdly engaging.

Sometimes I was annoyed when random platforms started to fly away for unkown reason or when I was not bounced properly, but most of the time it was rather a smooth gameplay. Dialogue could use a little polishing, but it's not terrible. 

The story seems to have a meaning and a message to send. I would say it was pretty subtle yet easy to grasp what the author meant, if not the "capitalism" question at the beginning which made it blatantly obvious.

Overall experience is good. I like the novelty in Reayen's games. Hope to see more in the future!

Thank you! All feedback is still appreciated even though the game will not be updated, to keep it as "Hey! We made it in just two days!"

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Clur was a short but quite fun game to play. It did have some slightly annoying aspects of it, but the overall experience was enjoyable. I like that it had an original idea and a unique art style.

The aesthetic:
   The music was calming, the Dragon's voice was soothing, and the colors were neat to look at, oh and the characters were cute! All that gave a relaxing feeling,

Color Changing:
   It was a good and original mechanic that made levels more interesting. I like how the platforms were not disappearing instantly so you had time to quickly see where they are. It would still be easier to have some platform (other than Other Purple) to stand and look at where both colors are.

Leaping:
   Though it is a nice inspiration from Bunny Hopping mechanic from other games, it did not feel very satisfying. Since you could not control your movement while in leap mode, you often have to just guess where you need to start leaping through trial & error.

Anti-Gravity:
   It looked good and worked well, but I wish there were more information, like to know when you are affected and when not, or when its effect starts.

Lifts:
   I'm not sure how they were called in the game. They were so far the most fun mechanic to use. It was easy to understand and very satisfying.

Punishers:
   They were a good idea but not executed well. They made game painfully annoying. The timer for each punisher keeps going when it's not active, but you don't see when it hits, so it's possible that you will go down right after switching colors with no way to predict that.

Other Purple (SPOILER WARNING!):
   This is something I did not expect from this game, but I'm all for it! It was really nice to replay the game in an alternate way and see how it changes. It made me feel so bad and guilty when Dragon just kept getting more upset.

Yeah the fact they put the most difficult (in my opinion) week as the WEEK 2 is weird it also might trick lots of players into thinking the game is too difficult for them while in reality they just started from the most difficult (again, in my opinion) level.