Yes in the absolute beginning when you open the game for the first time and/or when you restart a run.
Exactly, i refer to the minion card shop.
Keep up the good work !
azufell
Creator of
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Hi! Played it, I love the concept!
What I liked:
- The idea itself is really cool and stands out
- The time pressure works well psychologically: with the clock ticking, you feel the urge to play fast and to learn good builds, which keeps you engaged
What confused me:
- When I start a new run, I get gold, but I didn't understand how or where to use it. A short hint at the start of a new run (or a clear button/menu to spend it) would help a lot.
- Once I had bought everything in the "learn" menu, it felt like it had no use anymore. Maybe it could unlock new tiers, or offer something to spend on later in the game, so it stays useful.
What I'd like to see:
- More content. After a while, the loop felt a bit short: search for supplies, then build defenses, and that's it. More variety (events, different zombie types maybe, places to explore, objectives during the night) would make each run feel different and keep me playing longer.
Great work, good luck with it!
Hi everyone!
I'm Robin, a solo dev from France, and I'm making La Petite Boulangerie, a small idle game about running a French bakery. It sits in a thin strip at the bottom of your screen, so you can keep it open while you work or play something else, and glance at it now and then.
What you do:
- Bake baguettes and croissants, put them on the shelf, and watch the neighbourhood come in
- Discover 30 recipes by combining ingredients in the test kitchen
- Hire Gaston the apprentice, take orders, handle lunch rushes, meet the regulars and their stories
- Optional subscriptions (an ad in the local paper, an oven maintenance contract) if you like a bit of management
- The shop keeps selling while you're away (up to 12 h)
I want it to be calm and never punishing: no failure, no game over, just a little shop that grows.
What I'd really like to know:
1. When did you get bored, or not know what to do next? Roughly how long in?
2. Was anything confusing in the first 15 minutes?
3. Would you leave it open while doing something else?
Even 15 minutes of play helps a lot. There's a short form in the game (Options → « Donner mon avis »), or just reply here.
The art is placeholder (a pixel artist is working on the final art), the music is final, and the game texts were written with AI assistance. Windows only for now, Mac coming soon. Available in English, French, German, Japanese, Korean and Chinese.
Happy to return the favour: post your game below and I'll play it and give honest feedback :)
Hi! Gave it a try, here are my honest first impressions. Just so you know, I'm probably not the target player for this kind of game, so take this with that in mind.
Overall, the art is really nice and the sound design too, it all feels cozy and well put together.
1. After the first minute, I understood the basic loop: you give items to the creatures, they change, and you can sell them. It felt like a collection game, a bit like a Tamagotchi, but I didn't see the bigger goal behind it.
2. Where I got confused: why one item rather than another, and what selling a creature brings me. A clearer link between what I give, what the creature becomes and what I get from it would give a reason to experiment but maybe it s done on purpose
3. Would I come back tomorrow? Not yet, mostly because I didn't see what I was working towards. With a clearer goal, the cozy jar idea could definitely make me come back to check on them.
The concept is cute, I think it just needs a clearer "why". Good luck with it!
Hi! Played it, really nice little game.
1. Was the first minute clear without tutorial text? Yes, very easy to understand, I knew what to do right away.
2. The Inspect button is well visible, and the help at the start of the game made sure I noticed it.
The rules and the visitors never felt unfair to me, and the length of the days felt right. I lost on day 4 though, so I can't tell you about day 6, haha. Maybe the difficulty already ramps up a bit before day 6?
One suggestion: when a visitor is denied, it would be nice to see why (which rule they broke). It would help to learn from mistakes and understand the rules better, especially as they get more complex in later days.
Nice job, and good luck with the next steps!
Hi! Just played it for a bit, nice work!
What I liked:
- The atmosphere and the art are really pleasant
- Running straight in the browser is great, no download, I could start right away
What could be better:
- When the game starts, I didn't know what to do. A small tutorial or a little help window on the first launch would really help new players get into it.
- When I want to buy something, I can't see how much money I have. Showing it near the shop (or next to the prices) would make the buying decisions much easier.
- To buy, I have to click a tiny icon. It would feel much nicer if the whole card was clickable.
- After buying an upgrade, I didn't realise it had increased my damage, or that I still had to keep clicking. I thought it would attack for me. A short message after the purchase (like "+2 damage per click") would make it clear what changed and what to do next.
Good luck with it, I'll keep an eye on the updates!

