We appreciate the honest feedback you gave! We'll take this into account in the future, if we decide to continue working on this game! And thank you; our artists did a terrific job on getting the visuals to look absolutely fitting for what we were going for! :D
EthanLe-hub
Creator of
Recent community posts
To the artist of this game, you have done a GORGEOUS job with creating the presentation and visuals! The stunning visuals are the most appealing part of the game. Gameplay wise, it was cool being able to swim and use the ancient watch to get through the level; however, it did feel very trivial, with the watch feeling more like a gimmick rather than a natural gameplay element integrated seamlessly. Still though, the art style is something to die for!
The atmosphere and the soundtrack are really fitting for this theme! Also, the cutscene when the player gets caught is executed well! The gripe I have lies in how the game's world structure is designed; it is very easy to get lost, and there are no special markers or any standout parts of the map that help guide the player or give them something to remember so they can check if they have walked in that spot before.
Thank you for the compliments! Yes, unfortunately, due to some time constraints, some bugs were not able to be ironed out prior to the submission deadline. We intended to remove the "Close" button on the bouquet arrangement page as it was only meant for testing purposes. The Settings and Credits tabs were initially going to have something, but again, time constraints prevented us from implementing those in! We will definitely keep your suggestions in mind, especially regarding the price limit as we realized there is no clear indication of flower prices in the final build! Thank you for your feedback! :D
This is such a cool idea! The only thing I would say is that I think the light range around the player should be a little larger. By the time I got to 5-5, it became difficult to see when the moving F capsule was nearby. Or at the very least, allow the moving F capsule to move closer to the player. Additionally, I think there should be a larger buffer room for the timing and range of pressing F to land inside of the capsule; the buffer room feels a little too small, which made it more difficult alongside the current light range. Overall, this is such a cool game and a great idea!





