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Halfbar

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Somehow, I completely overlooked this project. I definitely need to fix that!

This game is genuinely fantastic, and I don't mean that as an exaggeration. It has everything you'd want in a great project: humor, mechanics, polish, presentation, sound design, and so much more. And the fact that all of this was made by a single person in just three days is the cherry on top.

I'd also like to give special credit to the settings menu and tutorial. Many projects overlook these features, so it's great to see them included here. Although I'd argue that the tutorial would work better if it were integrated directly into the gameplay rather than hidden behind an optional key, just to make sure players don't miss it. That said, it's not a major issue in this case, since the game is simple and intuitive enough to understand.

The developer didn't just achieve their goals - he went above and beyond what was expected. It's clear that he are far from a beginner in game development, but that's not a criticism at all. Quite the opposite! It's genuinely satisfying to see experience pay off so well.

With further development, I wouldn't be surprised to see this game on mobile storefronts or even on Steam.

Excellent work and an impressive demonstration of skill and experience! Keep it up! =D ❤️

A 5 out of 5 in every category from me! ⭐

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BOBRRRR!!!1!!

I like logs. Logs are good. Big logs, small logs, fire logs - I love every log. Brrrr. 🦫

Okay, now let's get to the actual things I'd like to point out!

  • The artwork is absolutely gorgeous. The drawings look fantastic!
  • The game could use a tutorial at the beginning. I was a little lost at first and wasn't quite sure what to do or how to play. It took me a while to figure out on my own that the more wood you chew through in one go, the more wood you get.
  • The game takes quite a while to complete. I'd work on the balancing, since there are so many games to try during a jam, and it's always nice when a game doesn't require too much time to finish. A significant portion of the gameplay is spent standing by the campfire, slowly warming up. Also, it's unclear how many planks you need to build the house. It would be nice to know the required amount in advance so you can estimate how long the game will take. Maybe you only need 10 logs... or maybe 100. The second possibility is pretty terrifying xD
  • The game's presentation could use some attention, too. The cover art looks great, but the game page itself could use a bit of work. That said, this isn't a critical issue.
  • I really like the creativity behind the core gameplay. Playing as a beaver and chewing through wood is a pretty original way to interpret the jam's theme.
  • Bonus points for having a full settings menu! A lot of games overlooked that aspect, so it's nice to see it here.
  • I've grown to love chewing on logs. =D
  • Your game has three "rooms," and mine has three "rooms" too. Great minds think alike, huh? =D

Overall, it's a small game with a good foundation. With a few more mechanics, some balancing adjustments, and a bit of polish, I could genuinely see it being worth promoting on the mobile market.

It's a great idea with a solid implementation. Well done! ❤️

A fairly simple game, but no less interesting for it! I found it surprisingly addictive. I think it could benefit from some background music to make the experience feel more alive, as well as a little more polish in its overall presentation.

That said, I can definitely see the game's potential. With some further development, I think it could work really well on mobile platforms.

I'd also like to highlight how creatively you've incorporated the game jam's theme and limitation into the game. It shows great imagination and a good understanding of how to make the most of the constraints.

Great idea, great work, and a great team! Keep it up! =D ❤️

This game is incredibly cute! You two have done a fantastic job! In such a short amount of time, you managed to come up with an idea, create concept art (which looks absolutely beautiful, by the way), model everything, implement the gameplay, and even do some balancing. That's genuinely impressive, especially for a team of just two people. And the moment when the main character shrinks is the perfect cherry on top! ❤️

There are a few things I'd like to point out, though:

  • Monsters sometimes spawn outside the screen and start attacking from there. It would be nice if they could enter combat within the player's field of view, giving them a chance to react.
  • Bonuses appear a little too abruptly. The first few times, I activated them by accident because there was no indication that they were about to appear. Some kind of visual or audio cue could help players anticipate them.
  • I suspect the most effective strategy might be to stay near the campfire and shoot in every direction preemptively. This could just be my personal playstyle or an inaccurate observation from a relatively short play session, so take this suggestion with a grain of salt. Still, it might be worth looking into during further balancing.
  • I'd love to see more sound effects, music, and general polish. The game feels like it could use a little more in this area. Of course, I understand that you had to prioritize carefully given the tight deadline, and I'm sure you're already aware of these aspects, but I still wanted to mention them.

Overall, you've done an excellent job! I think the game definitely achieved what you set out to accomplish, and you should be proud of what you've created in such a short time.

Well done, both of you! =D ❤️

An interesting game that uses the player's drawing skills to achieve its goals. It's a genuinely unusual concept, and that's what makes it so engaging. The overall presentation and the game page itself also deserve special praise!

Here are a couple of areas I'd suggest improving:

  • I'd love to see more detailed audio controls. Huge credit to the developer for including a settings menu at all, since many game jam projects overlook this aspect entirely! However, I'd really appreciate the ability to lower the music volume rather than having to turn it off completely.
  • Although everything is explained on the game's page, I'd prefer to see a more developed tutorial within the game itself, so players can learn the mechanics without relying on external resources. I'm sure the developer was aware of this and had to prioritize carefully to meet the deadline and bring the most important elements to a high standard, but I still think it's worth mentioning.

Overall, this is a really interesting and enjoyable game. It can easily keep you engaged for a little while, leaving you feeling that you've spent your time well.

Great job! ❤️

A pretty solid incremental game! The visuals are well done, and the idea that each animal offers a unique interaction is both charming and interesting. Here are a few areas I'd suggest improving:

  • The early game feels a little slow, but toward the end, you can suddenly afford all the expensive upgrades at once, leaving very little time to appreciate their individual impact. I think the game could benefit from some minor balancing adjustments to make progression feel more consistent and rewarding.
  • The music is pleasant, but its repetitive nature becomes more noticeable over time. A longer track or a greater variety of music would help keep the experience fresh.
  • While golden leaf already stands out, I think it could be made a little more visually striking so that it immediately catches the player's attention without them having to look too closely.

Overall, this is a very well-made game! The art is beautiful, the gameplay is engaging, and the main character is absolutely adorable. I especially loved how the clothing upgrades are reflected in the character's appearance. It's a lovely detail that makes the progression feel more tangible.

Thank you to the developers for creating such a wonderful project! I hope to see it grow even further. Great job! ❤️

Overall, the game looks and plays pretty well! I won't repeat the same feedback, since I'm sure the developers are already aware of most of the areas that could use improvement, such as the theme not being fully integrated, missing sound effects, and the lack of proper onboarding.

Instead, I'd like to highlight that the game has real potential, both visually and in terms of gameplay. It genuinely looks good and is enjoyable to play.

I'm happy to see that the developers managed to bring the project to completion, even if it was in a relatively simple form. You've gained invaluable experience along the way and created a solid game to show for it.

Wishing you all the best with your future projects! Keep it up! ❤️

An incredible game! While it's technically a fairly traditional arena shooter, the execution is something else entirely. Here are a few things I'd like to highlight.

  • No settings menu - I would have really appreciated the option to lower the sound effects volume without having to turn down my entire system's volume.
  • No pause menu - If something comes up during a fight, there's no way to step away without consequences. This is especially important in fast-paced action games. Players shouldn't have to prioritize a game over their personal lives. Since this game is relatively short and can be completed quickly, the issue isn't too noticeable here, but I'd definitely recommend keeping it in mind for future projects.
  • Absolutely fantastic work in terms of visual! Everything is hand-drawn and follows a consistent art style, giving the game a really appealing visual identity. The graphics remind me of the classic Doom games, and I think that style works wonderfully here.
  • The gameplay mechanics are VERY interesting in their execution. Eating enemies to restore health, a fire shotgun that takes distance into account, and the creatures' screams are all unusual touches that give the game a distinctive charm. These ideas make the gameplay feel much more memorable.
  • Main menu deserves special praise, too! It looks great and feels like more than just a panel with three buttons. The animation of the protagonist pointing toward the buttons adds a lot of personality. It's great to see that, even with such a short development window, the developers managed not only to build the game but also to dedicate some of their limited time to its presentation.
  • I did notice that the main menu lacks bg music. At first, I thought the game might not have any sound at all, or that something was wrong on my end. So when the sound finally kicked in after I started playing, I was a little confused! The overall presentation is already quite good, but I think a few details like this could still use some refinement.

Overall, the game turned out really well! The developers accomplished a lot in such a short time, especially considering that there were only two of them. From discussing the initial idea and developing the concept to implementing the game and polishing individual elements, you've clearly put a lot of work into this project.

Wishing you both continued success! We'd be happy to hear more from you in the future. Great job! ❤️

An interesting game with a unique concept! Here are a couple of things I'd like to point out.

  • The idea of playing across two screens turned out to be quite unique. However, I can also see why this approach isn't used very often: players risk becoming overwhelmed by having to track two separate states and essentially play two games at once. This isn't a particularly serious issue in the context of this game jam or this specific game, but if the developers decide to expand the project, I think this is something worth paying close attention to during playtesting. That said, I'm sure the developers are already well aware of this challenge.
  • The music was loud enough that I had to turn my system volume all the way down. I'd love to see at least a simple master volume slider in future projects, even if implementing a full settings menu would take too much time. Alternatively, if this option is already available and I simply missed it, making it more visible would help players find it more easily.

Overall, this is a genuinely interesting and unique game for the jam, with beautiful visuals and a creative concept. The developer managed to surprise me in a good way!

Great job! =D ❤️

A short, well-crafted narrative game where it's immediately clear where the developer's main efforts went. It may not have the most engaging gameplay or impressive graphics, but I don't think those are the right criteria to judge this game by. The story, cutscenes, music, and some programming were the main focus, and in those areas, the game does an excellent job.

I have to give special recognition to the cutscenes and their direction. Without exaggeration, this is the only game in the jam that I'd put in first place specifically for its cutscenes.

Here are a few things I'd like to point out:

  • There's no way to adjust the volume, so I had to turn my system volume all the way down. Of course, I understand that the developer probably noticed this too but had to prioritize more important things. Still, in future projects, I'd love to see at least a master volume slider somewhere in the game.
  • Once you start playing, you can't pause the game or return to the main menu. I'd have liked a bit more control over the experience in that regard.
  • The game could benefit from some additional gameplay elements to make the experience more engaging. Even simple gameplay sections between cutscenes, or more varied types of cutscenes, could add a lot of interest. However, this is more of a personal observation. I'm not particularly fond of visual novels, and given the three-day jam timeframe, I doubt this would have been feasible for the developer anyway. So take this suggestion with a grain of salt.

Overall, I had an incredibly pleasant experience playing this game. As a fellow developer, I can appreciate the challenges involved in creating the parallax backgrounds, rain effects, and triggers for the autumn tree scene where the foliage burns away. Finding suitable assets, developing the story, and figuring out how to present it all must have been quite a challenge as well.

And you handled it wonderfully! Great job! ❤️

<3

I played the game several times, and I have to say, it's genuinely quite interesting! Here are a few things I'd like to highlight.

  • It's immediately clear that a large portion of the development time went into the artwork and presentation. It really pays off, making the game visually appealing and enjoyable to play.
  • I also got the impression that Needy Girl Overdose might have been an inspiration, or at least that the two games share a similar atmosphere.
  • Given the development priorities, I'd say the balance could use some work. Money doesn't seem to play a particularly meaningful role in the game. For example, Ichi-Express offers relatively little value when similar alternatives provide almost the same benefits without costing a full $15. Hobbies also feels like an upgraded version of the Sunset card, and whenever I had to choose between the two, I never picked Sunset.
  • The resource balance could also use some attention. Managing resources felt quite challenging, and for a long time, I found myself stuck at roughly the same resource levels. This might be due to my own skill level, or it might be a balancing issue with the game. I'd need to play more to be sure.
  • The game deserves special praise for its polish. Little touches like the music fading out when your resources get low, or special cards appearing when the protagonist starts losing their mind, are details you notice and appreciate right away. I also liked how resource levels affect the minigames, which makes you value those resources more. And the game's page design deserves recognition in its own right!
  • One area I'd particularly like to see improved is the onboarding. At first, I felt a bit lost and wasn't sure what I was supposed to do, what my objective was, or which resources mattered most. It was only after clicking through various cards and experimenting for a while that I started making more informed decisions. I think the game would benefit from a clearer introduction that explains the available stats, what they affect, what the main goal is, and how the different mechanics fit together.
  • I noticed that some development effort went into this screen, but as the game progresses, the gameplay starts to revolve mostly around clicking cards and checking the resource panel. As a result, the other elements gradually fade into the background. I'd suggest either adjusting the gameplay to make this screen more engaging and give it a more meaningful role, or reworking it into something else.
  • Personally, I felt that the autumn theme was only present in a few places, and the Stay Warm constraint wasn't immediately obvious. If you renamed the "Inner Warm" bar to "Sanity" or something similar, the game would still make just as much sense. It wouldn't lose its core meaning or become a worse game. This is more of a subjective observation on my part, but I would have liked to see the theme woven more deeply into the overall experience.

Despite the issues with resource management and the limited value of certain elements, the game looks fantastic and plays quite well overall. And that's especially impressive when you consider that the entire game was made in such a short amount of time by one person - and I really do mean ONE person.

It's great to see that you managed to meet the deadline and bring the game to such a polished state. I'll definitely be keeping an eye on your progress and hoping to see more great things from you. And who knows, maybe we'll get the chance to work together someday!

Either way, this is genuinely great work. Well done! ❤️

Thank you! <3

You did a great job identifying the game's weaknesses! We expected players to point out issues with balance and repetitive gameplay, and we actually considered several ways to address them.

For example, we could have introduced different events affecting individual rooms, rooms with unique characteristics, or different minigames depending on the room. These additions would have made the gameplay more varied, but they would also have required more testing, and testing takes time.

Since this was our first game jam working together as a team of this size, we also had limited experience coordinating development under such tight deadlines. In the end, we decided not to take unnecessary risks, keep our ambitions in check, and release the game in its current form to ensure that the core experience worked properly.

Thank you for taking the time to share your feedback and point out areas where we could improve! Our team really appreciated reading such a thoughtful and informative comment. This kind of feedback helps us understand where we can do better and create higher-quality games in the future.

Thank you! ❤️

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The game turned out really well! The models are pleasant to look at, and the city is an interesting place to explore.

I should also mention that the game immediately reminded me of an older game called Beneath the Cardboard. I don't know if it was actually an inspiration, but I definitely got a similar vibe from it =D

Here are a couple of things I'd consider improving:

  • The game page explains everything quite well, but I'd love to see the game itself introduce the mechanics and controls. That way, players can learn everything they need without having to rely on external instructions.
  • I'd appreciate having an option to adjust the sound volume in-game, without having to change the volume of the entire system.
  • Players familiar with the game that inspired this one might worry that they won't get much of a new experience out of it. That could make some of them lose interest before giving the game a proper chance. I'd love to see the game establish its own identity early on, acknowledging its inspiration while also showing players what new experiences it has to offer.
  • Although autumn wasn't a mandatory part of the jam, I would have enjoyed seeing it explored a little more. This is mostly a personal preference, though, and the game more than satisfies the mandatory "Stay Warm" restriction.

Overall, this is a pretty good result for such a short development period. The two-person team clearly worked well together!

Great job, both of you! ❤️

It's a short game with a relatively small number of mechanics. While the artwork is well done and fits the overall style, I wouldn't say it's the game's main strength.

What really stands out are the sound design, story, and atmosphere. It's clear that the developer dedicated a significant amount of time and attention to these aspects, and it really pays off!

Great work and a wonderful demonstration of your skills! ❤️

Overall, I think this is a pretty solid game! The presentation, visuals, and overall gameplay are all excellent.

There is one thing I'd like to highlight:

  • In my opinion, the game introduces too many controls that players have to learn in a relatively short amount of time. At first, I found myself getting confused about which buttons did what. The game does explain the controls, but I still felt a little overwhelmed by how much I had to remember and understand so quickly. I think introducing new mechanics and their corresponding controls more gradually would make the experience much more comfortable for new players.

That said, I think the developer has built a solid foundation. The presentation looks great, the game feels polished, and once you get used to the controls, the gameplay feels really good!

Nice work! Keep it up! =D

Overall, I think this is a pretty good game! While the developers seem to have chosen not to emphasize the optional autumn theme, they more than made up for it with their implementation of the "Stay Warm" restriction.

I'd also like to highlight the fact that this was a five-person team project. That kind of coordination deserves respect! I don't know how things worked behind the scenes, but I wouldn't be surprised if this wasn't their first project together. Please don't take that as criticism - quite the opposite! It's genuinely encouraging to see how experience can help people achieve something more ambitious. At the very least, it's clear that the people involved weren't completely new to their tools or to releasing games.

Here are a few things I'd like to point out:

  • As Goose Loop mentioned, and as I experienced myself to some extent, the game sometimes refuses to launch or has trouble starting properly. This could be an issue with the hosting website, the game itself, or certain devices. More playtesting would help identify the cause and make the experience more reliable.
  • As another commenter pointed out, the menu lowered my initial expectations a little. Perhaps that was intentional, but it might be worth giving the game's presentation a little more attention in future projects.
  • Unless I missed it, the game doesn't seem to have a settings menu. I would have really appreciated at least an option to adjust the sound volume without having to change my system's overall volume. Maybe this feature was deliberately left out due to time constraints, or perhaps it simply didn't make the cut.

That said, the game itself is charming, atmospheric, and enjoyable. The sound effects, 3D models, and underlying systems deserve special recognition - great work from the programmers, sound designers, and 3D artists alike!

The level design also stands out. It's immediately apparent that the team put considerable effort into the levels and gave them proper attention. The polish, sound effects, and overall game feel are the icing on the cake.

Everyone did a great job, and you can really see how much each person contributed to the final result. Well done, everyone! ❤️👏

This is the first game I've played that explores the "Staying Warm" theme in such an interesting way! There are a few things I'd like to highlight.

  • I think the game does incorporate the theme, but it feels more like an additional mechanic that gets a little lost among the other gameplay elements. At first, I wasn't entirely sure how the game connected to the theme. Perhaps making this connection a little more apparent from the beginning could help players better understand the idea behind the game.
  • The autumn theme was another aspect I would have loved to see explored a little more. To me, the game felt more like a city or urban driving experience than an autumn-themed game. Adding a few more autumn-inspired details, especially at the beginning, could help establish the atmosphere and make the game's interpretation of the jam themes more immediately recognizable. That way, the car would feel like a natural part of the overall concept rather than the main focus, with the jam themes helping give the experience its own identity.
  • I found repair minigames really interesting! They reminded me a little of Among Us, and I enjoyed seeing how they were implemented.
  • I'd especially like to thank the artist for artwork. The game looks really good overall, and the visuals do a great job of creating the feeling of a city. Everything fits together nicely, and nothing feels out of place stylistically.
  • The controls took a little getting used to at first, mainly because the car has some inertia. However, I actually see this as a positive aspect of the game. The car feels like a car, and that makes driving more immersive.
  • This might just be a matter of my own skill, but I wonder if the minigames could be made a little more forgiving. That said, I'd want to test this more before making any firm conclusions, as the current difficulty might be exactly what the developers intended.

Overall, while the game doesn't immediately communicate its connection to the jam's themes and restrictions, those elements are still present, and the game looks and plays quite well. I think there's a lot to appreciate here, especially the repair minigames, the visual presentation, and the driving itself.

Great work, everyone! =D

I really liked the freezing effects around the edges of the screen and the parallax scrolling in the background. I especially enjoyed the tricky situation at the end, where you have to jump across from the pillar. I actually fell there once! =D

Overall, I think this game has the potential to grow into something much bigger if it's expanded and built upon. There's a solid foundation here to work with.

Great job! Keep it up! ❤️

This is a very simple game, and it looks like a project made by someone who's just getting into game development or learning how to use the framework.

Here are a few things I'd like to highlight:

  • On the second level, you can jump to the right and fall outside the map. This should be fixed to prevent players from leaving the playable area.
  • There are no sounds at all. Even a few simple sound effects would significantly improve the overall feel of the game and make the experience more engaging.
  • There's no pause menu, and when I fell out of the level, I had no way to restart it. Since there was no death collider, I just kept falling endlessly into the void. I had to reload the page to continue. Ideally, the game should provide a way to recover from situations like this without requiring players to leave or reload it.
  • This is one of the game's stronger aspects. The movement feels nice, with wall jumps, double jumps, and a good overall movement speed. Everything feels pretty solid in this regard.
  • It's simple, but I wouldn't call it bad. It's clear that some thought and effort went into designing the levels, and that attention is noticeable.

If we look at this as a project by someone learning the Pygame framework, I think the result is commendable, especially given the short development time. As a standalone game, it might not fully achieve all the goals originally envisioned for it. However, as a learning project aimed at improving the developer's skills and gaining experience with the framework, I'm confident it was successful.

Overall, it's a very simple game that would need quite a few improvements to feel more complete and polished. Still, as a project intended to help its creator learn and develop their skills, I think it was a success.

Good job! =D

A small, simple game that's all the more enjoyable for it! Its strength isn't in flashy gameplay or special effects, but in its concept and artistic presentation. And in that regard, I think the game turned out especially well.

The little red panda is just so adorable that you can't help wanting to keep it warm and give it a hug ❤️

Great job! =D

I honestly can't put into words how unique, interesting, and absolutely incredible this game is.

It's immediately clear that this is a well-coordinated team, and every aspect of the game has been executed to a high standard. Even the game's page deserves special recognition - the team did a fantastic job presenting their work!

You can really see that every team member went beyond simply completing their assigned part and delivered something truly outstanding.

Amazing work, everyone! You should all be proud of what you've created! ❤️👏

Mechanically, it's a fairly simple point-and-click game, but it's clear that the real highlight isn't the gameplay itself.

The artwork is the game's true strength. It's absolutely beautiful, with lovely illustrations and animations that bring everything to life. The artist didn't just meet expectations in this area - they went above and beyond!

Keep up the amazing work! I'll be looking forward to your next pieces of art! ❤️

Overall, the game looks and plays pretty well! Farming sims are always a nice genre to explore =D

The music, gameplay, and artwork are all well done, and the game has a pleasant feel to it.

There's one thing I'd like to point out:

  • Visitors start arriving very quickly, which gives the impression that you're already supposed to be doing something with them, even though your initial goal is to plant your first crops. I'd suggest introducing these elements in separate stages so players have time to get comfortable with the basic mechanics before having to manage additional responsibilities.

Overall, I think it's a solid little game with room to grow. Keep up the good work! ❤️

SO. ADORABLE. ❤️

If I had to highlight just one thing about this game, it would definitely be the art. I absolutely loved the little fox and the overall art style!

Gameplay-wise, it's a pretty classic clicker, so there's not much else to add here. Great job! The artist really did an amazing job, and I have a feeling that little fox will stick in my memory for quite a while =D

Looking forward to seeing more of your work and wishing you all the best with your future projects! ❤️


An incredibly adorable little game about pumpkins! 🎃❤️ Here are a few things I'd like to highlight:

  • Lightning is my absolute favorite part of the game! I love how the campfire casts light and creates shadows. It looks really cozy and charming.
  • Having them around makes the world feel less lonely. It would be even better if they had some little behaviors or interactions to make the world feel more alive.
  • Collecting planks and keeping the campfire going feels pretty satisfying. I'd love to see more developed level design that makes moving around enjoyable and encourages players to think a little about where they're going. That said, the current approach works quite well, too!

Of course, I understand that a game jam comes with tight time constraints, and the developers had other priorities to focus on. They had to decide where their time and effort would make the biggest difference.

So I'd consider these more as opportunities for future improvement rather than problems with the current game. Overall, I think you've created something really charming and successful! =D

The game is genuinely impressive! The animations, visual effects, hit combos, overall polish, and all the little details make it feel great to play.

There are a few things I'd like to point out:

  • In my opinion, this is the game's biggest strength. Everything looks fantastic, and every action feels satisfying and responsive. You can really feel the impact of each hit, which makes the combat much more enjoyable.
  • The game doesn't fully explain some of its mechanics. For quite a while, I thought the campfire couldn't be restored and that the wood was purely cosmetic. I was also wondering why blocking and rolling were necessary when the attack combo hits all nearby enemies and repeatedly stuns them. Since you're encouraged to stay close to the campfire, rolling doesn't seem particularly valuable. And because killing enemies quickly is so important, blocking also feels less useful. I feel like removing these two mechanics wouldn't significantly affect the combat or its depth in the current version.
  • Honestly, I found this particular game jam restriction "Stay Warm" a little loosely integrated into the game. You could replace the campfire with almost any other object that needs protection, and the gameplay would remain largely the same. This isn't necessarily a flaw, but I think the theme could have been explored in a more interesting way. For example, periodic cold winds, heavy rain, or other environmental hazards could make staying warm feel like a more integral part of the experience.

Overall, I think this is a pretty good little game in its own right. It's also clear that the developer has experience from previous projects. A beginner would probably struggle to handle the artwork, animations, polish, and all the other elements at this level within such a short timeframe.

Please don't take that the wrong way - I actually find it really encouraging to see someone's experience paying off and translating into such a polished result. I'll be rooting for you and looking forward to seeing what you create next! ❤️

This game turned out to be surprisingly fun!

At first, it seems like a very simple game, but once you light the two balls, the actual gameplay begins. It's a hilarious little game where you throw pretty much everything you can find into the bonfire, including entire buildings. 

Here are a couple of things I think could be improved in the future:

  • Aiming felt a little awkward at times. I'd suggest giving the player some more space behind them when preparing to throw, so it's easier to aim and launch objects with the slingshot.
  • I understand that the game had to focus on mechanics that were realistic to implement within the available time. Still, I'd look into how the background music starts. Right now, it kicks in quite abruptly, so initially, I thought the game didn't have any sound at all.

Overall, I think it's a pretty fun game with a lot of potential! With a little more polish, it could become a really enjoyable, small-scale comedy game that's simply fun to play =D

Overall, I really enjoyed the game! There are a few things I'd like to highlight:

  • The less fuel you have, the higher you can jump. I really like this mechanic because it encourages players to balance their resources, and keeping your fuel at maximum isn't always the best option. However, the game doesn't explain this mechanic. When I first couldn't reach a leaf that seemed too high, I initially thought the level design hadn't been thought through properly.
  • The background darkening before the rain starts is a really nice little detail. It helps set the mood and signals that something is about to happen.
  • I'd consider adding alternative ways for players to reduce their fuel intentionally. Even though the game is short, I found it a little frustrating to stand still and wait for the rain just to be able to jump higher. Giving players more control over this mechanic could make the gameplay feel more engaging.

For a three-day game jam, I think this is a pretty good game! My main suggestions would be to improve the tutorial so players can understand the mechanics more easily and give them a little more control over the gameplay.

I hope to see more of your projects in the future! =D

As someone who's worked on puzzle games myself, I can imagine that the code and textures came together pretty quickly, while the real challenge was designing an interesting level.

For a first project, this is actually pretty good! I especially liked the screen effects when the fuel gets low. I'll be looking forward to seeing your future projects! =D

The game looks absolutely amazing! I’m not usually a huge fan of games with visual novel elements, but the artwork and the overall level of polish are genuinely impressive. My compliments to the team! 👏

It’s also pretty clear that this isn’t the team’s first project. Everyone seems to work really well together, and I wouldn’t be surprised if you’ve been able to build on the experience and tools from your previous projects.

I don’t mean that as a criticism at all - quite the opposite! It’s great to see a team with that much experience and such good chemistry producing something this polished. You can really see the work and experience that went into it. ❤️

Overall, I think the game has a good concept and a lot of potential 👀

The main thing I would focus on is the player onboarding. Right now, the game can be quite difficult for a new player to get into. It requires learning quite a few mechanics, looking up guides, and figuring things out independently before you can really start enjoying it. This creates a high barrier to entry and might discourage people who would otherwise give the game a chance.

As for the graphics and mechanics themselves, neither feels particularly off-putting to me. After spending some time with the game, you start getting used to them and accepting them as part of the experience. Even if the graphics were much more polished, I think that in games of this genre, most of the player's attention would still be focused on the mechanics and interactions rather than the visual presentation.

One thing I would adjust is the camera. The zooming currently feels a little too abrupt, so making the transitions smoother could improve the overall experience.

Overall, I think the game is in a good place conceptually and has plenty of room to grow. If the team focuses on making the mechanics easier to understand and developing them further, while prioritizing those aspects over additional polish to the music, textures, and other visual details, I think the game could become much more engaging and accessible to new players.

There’s a solid foundation here, and I’d be interested to see where you take it next! ❤️

I think this game has a lot of potential! The character art and the game cover look absolutely fantastic, and they really caught my attention 👀

There are a few things I think could be worth looking into for future improvements:

  • UI scaling in the browser version - The interface looks a little stretched in the web version, and some of the text appears pixelated, as if it had been scaled beyond its intended resolution. It might be worth checking how the UI adapts to different screen sizes.
  • Player onboarding - The game might be intended as an exploration platformer where you navigate through the levels and look for the exit, but I think it would still benefit from a little more guidance. I found myself unsure where to go, what to do, and which controls to use. I only discovered the dash mechanic through the optional Controls button. Since it’s such an important ability, it might be worth introducing it directly into the tutorial, at least the first time someone plays.
  • Heat indicator - I also had some trouble finding the heat bar that I was supposed to keep an eye on. I wonder if some interface elements might have become hidden due to the scaling issue, or if the mechanic is presented differently than I expected.
  • Movement and responsiveness - The controls felt a little different from what I initially expected. For example, when I tried to perform a wall run, the character sometimes stopped instead. At other points, I expected to need to jump between walls, but holding the jump button allowed me to climb upward along a single wall. This might be intentional, but the level design gave me a slightly different impression of how the movement mechanics were supposed to work. A little more consistency between the level design and the movement mechanics could help make everything feel more intuitive.
  • Progression after defeat - After completing the first level, I lost my progress when I failed on the second and had to start over from the beginning. I found that a little frustrating, and I think keeping completed levels unlocked or allowing players to restart from their last checkpoint could make the experience more enjoyable.
  • Audio settings - I couldn’t find a settings menu, particularly one with individual volume controls. I might have overlooked it, but the sounds were a little loud for my taste. Being able to adjust the volume directly in the game would be a nice quality-of-life improvement.

These are just my observations from playing, of course, and I realize some things might have been affected by the limitations of the web version or the time available for development.

Overall, I think there’s a solid foundation here, and the visual presentation already makes a great impression. With some refinement to the onboarding, movement, and overall player experience, I think the game could become even more enjoyable. I’m looking forward to seeing how it develops! ❤️

A cute little game about a person who happens to be a stove and their journey through an autumn forest. I really like the concept, and it’s nice to see such a charming idea brought to life! 🍂❤️

There are a few small things that I think could make the experience even better:

  •  It might be worth hiding the mobile controls when playing on other devices. They took up a little screen space and occasionally distracted me from the game.
  •  I figured out how to play through trial and error, but a little more guidance for new players could make the experience smoother. Ideally, the game itself should help players understand its mechanics and what they’re supposed to do.
  •  I might have missed them, but I couldn’t find individual volume sliders. The music and sound effects were a little loud for my taste, so being able to adjust them directly in the game would be a nice quality-of-life improvement.
  • This isn’t a big issue for such a short game, but having a way to pause and return to the main menu without restarting would be a nice addition.

Of course, I understand that with limited time and resources, some things have to take a back seat. These are just a few ideas that came to mind while playing, rather than anything that takes away from what you’ve accomplished.

Overall, I think you’ve done a really nice job, especially considering you worked on this as a solo developer. Bringing a game like this to life is an achievement in itself, and I hope you can be proud of what you’ve made!

I’m looking forward to seeing what you come up with for your next project. Keep up the great work! ❤️

It’s a small and simple game, but if you look a little deeper, there’s actually quite a lot that went into it. Creating quests, adding a minigame for chopping down trees, making characters, and writing little dialogues and interactions for them in such a short time is genuinely impressive. Great work! 👏

A nice little game! I really liked the textures, the sound design (the music changing when it starts raining was a lovely touch), the little story about the witch, and the adorable cat. Overall, it’s a really atmospheric little game about a witch =D