Holy heck I played this game to the end and did not expect it to actually have an ending. Heck I didn't even expect an upgrade screen - I thought this would just be a 1 minute stomping simulator. This one is pretty fun, if fairly basic. But there's lots of nice stuff going on here that elevates it. The basic stomping is real good and the lofi aesthetic makes things real cute. Plus the way the environment generates is done really well so you don't run out of things to smoosh.
birdinahat
Creator of
Recent community posts
This one is spot on! The humour is so perfect. It's a fun lil puzzler with a tiny bit of platforming - nice! I just really like this one. The puzzles were a perfect level for an intro area and I got right into the game without needing any guidance other than the lil dialogue prompts from the characters. It's funny to me that the dino footsteps are grass steps but all the sounds are real cute.
OK survived the day! I like this one but it does have some issues that stop it from shining. I agree with others that pets come in too fast and once you have a few underfoot you keep accidentally picking up the wrong one, especially since they seem to want to cluster near stations - so it's hard to actually pick a dino up from the table. (Maybe two buttons would've worked? Eg. Pick up from floor and pick up from table? Dunnoooo)
Also I really wish picking up a treat just put it in your hand rather than having to hit Q then E - plus with the above issue its hard to get the treat out. So I tended to just let the lil dinos get mad since you can still deliver them if they're grumpy. (Side note I love the lil yappy dog fight noise!)
Also full acknowledgement that our own game suffers from similiar-ish bugs and feedback issues too. This is still super cute and the idea is spot on.
Lovely art and the GOOFY LIL WALK made a big first impression on me.
I did accidentally sequence broke the tutorial by grooming him after the shower! Had to restart. Once I started the game I realised that its hard to keep track of orders once you've got a few dinos of the same type cos they have identical icons. Dino names or more colours would have helped a lot here. I think I like this game - but also there doesn't seem to be a way to restart the game or skip the tutorial so it's bit of a hassle to actually get into the main game again. I'll prob come back to this one again though!
This is cute. The illustrated manuscript style is lovely. Not necessarily super fun to play I think you picked a perfect scope and style for getting familiar with Godot and you came up with something nice and polished. I kind of wish the music was a bit more Greensleaves-esque, but also that's just my personal taste. Plus I appreciate that there's lots of music tracks so I have to praise the effort there. Who did the music btw cos I think you missed em on the credits.
Aw heck yeah beat the game! The ending is simple but I love having the closure. It's cute! And now I've got confirmation that I def understand the game! I ended up getting some good chains going on and could get it looping between attack and defend for the most part. This is a cool programmer brain game.
OK after playing again I get it now!
- Your hero is going to do one of four actions regardless BUT you're adding a SECOND action onto that chain
- You can add multiple items to a signal chain! Eg. every time they do a magic action they also heal 10 and do a fire attack
- The lil icon in the corner of some nodes is the magic cost
I think the one thing I need to make the game more readable is the visual feedback on what attack just happened could be WAY bigger. The lil jiggle it does is tough to spot in the heat of battle. But now that I can actually play this one I'm glad! It's cute and mostly fun. It's a lil indirect, but that's the challenge of the theme and def one I also came up against too. Great idea and I think it's a pretty good implementation of it!
AWESOME GAME. I died on level 3 with 18 jobs completed. Holy heck I wanted there to be a cable patching game and DANG you made it FUN. So yeah the lil shady player is super cute in look and run. More background art would've been nice but I think you kept your focus where it needed to be. Like just making the anti-virus a larger version of the same node art works just fine.
Sound is great, Excellent sounds that give crystal clear feedback of what's happening and the music gives it a great intensity. I think my only complaint is some jobs just couldn't be completed given the amount of cable length you're given? Its most pronounced in the first level where theres only 6 nodes and the odds of being given an impossible task is a bit high. Still possible to win the level tho! Oh and also love the feedback of cables turning red as they hit their limit and green as they process a job. Just super solid work and great example of a tiny game that's still super fun for multiple levels.
If I had one feature request it would be the ability to run multiple cables. There were times when I was ahead of my cue and I had to wait for a bit. Plus it's a fun risk reward of I can do more jobs - but I cut off more access around the map. Maybe like max 2 nodes with a 3rd as an upgrade. Oh yeah! Loved the upgrades. There weren't a lot but they stacked and I appreciated that.
I like the idea of this one and I feel like I'm a glass house cos I also made a game about somewhat ambiguous signals and its tricky to know when you've done the right thing. But yeah I thought I set my switches correctly, but nothing happened. Wasn't sure if I just hadn't done everything or if there wasn't a confirmation for success - only for failure. Which fair enough that's the life of a lighthouse operator - but it makes it tricky as a player.
I will also say the player movement was very fiddly. The main complaint I have is the extra weird lurching step you take whenever you stop moving. I also didn't realise I was a moth and thought the step sounds were triggering too much or something. Oh also I wasn't sure what the difference between a fuel horn and an odyssey horn was.
Anyhow not to be too negative I like the idea a lot and a moth lighthouse keeper is very cute and I hope you had a rad time making it.
Yeah that’s fair. I realised later that feedback on when youre doing things right is important. I had the hearts already but added the voice line for that instant confirmation. So for under the hood explanation each musician has a desired volume they’d like (0 -1) but theres are fair amount of flexibility - like within 0.2 in either direction so effectively a 0.4 range. So theres effectively 3-4 areas you can have the volumes in.
I wanna check out your game when I get home too cos I initially wanted to add a cable patching element, but realised I should really narrow my scope.
Hello I love the concept of this game. I just did the tutorial but when it got to the dummy fight I am suddenly very overwhelmed. The player is still doing lots of actions on their own and its hard to see if my nodes are even doing anything. If I just have everything disconnected the player still does an action every second. I can see that the node jumps a lil if it activates, but if I put say the bubble attack next to that base node, it doesn't seem to do anything?
Also I'm unsure why my nodes have outputs. I assume so I can chain them together? From a technical standpoint I was surprised there isn't like a player node at the end. Cos yeah otherwise I feel like the signal chain isn't actually outputting anywhere.
I wanna be able to play though cos this concept is r a d - its just a real tricky one to explain. I love the visuals a lot and think this would kick butt if I figured it out. I just need a lil bit more help.
OK finally got to play it proper. I like most all the mechanics involved in repairing protogens - except for the morse code but mostly cos I'm really bad at morse code. I still liked having to jack em into the system and I think this was good puzzle even if it's not my fave.
I did however get stuck at some point. I launched a program and it was stuck on:
Waiting for user input [Max ammo] 0%
At that point typing would result in sounds...but nothing on screen. I looked all over my patient and the level trying to see if there was some thing else I should interact with.
I will say as well the hospital was waaay too big. I got lost in the samey corridors a couple of times. But yeah I'm glad this one exists even if it's not my fave. The idea is super cute and it's really well executed. There's an impressive amount of systems and it works together well.
This plays so well. It takes everything that Papers Please does well and transposes it nicely to a furcon. By the time we were on the final day there was a nice amount of stuff to have to cross reference - and the stuff you came up for to be in theme was nice and diverse visually and thematically. Also it's amazing how diverse the people were - I hardly saw any repeated elements. There's so much cool art in this. Awesome job all round!
Interesting! I did notice while building sometimes the game would load solved. But I thought I had a good solution.
Basically all levels start at 0.7 (faders go from 0.0 to 1.0) and you only need to be within 0.2 of the actual desired value. So to combat too many things being pre solved, I set a lot of the musicians to desire a value between 0.0 and 0.58…..wait…that should have been 0.48 so that its just under 0.7. Ok so its much less likely at least but not impossible. I’ll prob update that later.
Fair that the free mixing shouldve been the core game. I was just being good at not pushing my scope and pushing what was there. For example it isnt too hard to add extra songs, but I wanted to polish what I had. Glad you enjoyed and cheers for the feedback.
Hello! Gorgeous presentation. Love all the art and the jolly music. I'm please you went to the extra effort of having a lovely start screen too.
The voice detection is working amazing for me. I am speaking lil a cartoon pirate and shouting orders and it works GREAT. However there isn't a lingo manual in the pause menu.......ok wait now there is. It just didn't show up for the first few minutes. There's a lot here. Having the lingo manual just under the replay tutorial button is a bit dangerous.
I would say having text confirmations would be great. Instead of "aye sir" an "aye sir, loading cannons" would let you know that the command had been properly received.
So I managed to raise anchor, set sail sail, lower anchor and pick up Swiff at the first port. This is all pretty cool stuff! The lingo manual promises a lot of stuff like combat and extra crew - is there more stuff to discover or have I done everything there is to do? Either way this was a treat!
I love the first couple of puzzles a ton and this immediately became my favourite "codebreaker" style game I'd played in the jam so far. I love the aesthetic and breaking things up between 2D and 3D was fantastic cos it make it SUPER clear whats interactable and not.Though the boiling effect while entering in the breaker password was a bit neausating up close.
However it did fall over a bit with the phone. SPOILERS BEYOND
Because the phone screen resets after displaying 5 digits it made it look like we were after a 5 digit code. I had found posibilities with 4 and 6 notes - but nothing with 5 so I kept hunting. I had to use the walkthrough to figure out what was going wrong. I will say that even knowing the safe puzzle I can't physically do it cos the tuning knobs are so fiddly.
But yeah generally good game and I super enjoyed the first half a LOT so I still gave it a high rating.





