I feel like I'm going crazy because every round (and I only played the first two) I would count them exactly, but the number I got at the end would be 10-15 off. I triple checked the description for how much each type were worth, so I have no idea what happened. I even got someone else to try it on my laptop, and they got the same issue too. I thought it was a really cool concept, though, and I wish I could've played more!
One little super graphic design-y suggestion I have is to limit the number of fonts you use. At one point there were five on screen at the same time (item name, the in-game instructions, "skip dialogue" button, character name, and the dialogue). I like the idea of using typefaces for character's dialogue, but it might be easier to read if just their name was different— that way you have the same characterization effect, but the body text isn't super varied size and style-wise. This mostly is to help with legibility, especially in larger chunks of text like dialogue and instructions. Consolidating your fonts down into a smaller group (e.g. one heading, one subheading, and one body text) has a similar effect and makes you text seem a lot more cohesive across the multiple screens. I specifically enjoyed the handwritten pixel-y font with the drop shadow used for the onscreen instructions!
melena!
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This is so sweet :(( A very clever interpretation of the concept, leaning more towards waiting than running out of time! I had a minor issue where the final dialogue SFX played, but there was no text in the dialogue boxes except for the character name tags. Would definitely play this in an endless mode. (Maybe sans the narrative 'cause a never-ending roadtrip is a bit grim...)
Love the music! and such a fun concept!! I can see something like this becoming my new "minesweeper" where I just open it up to play a quick round or two. I think it got a bit hard to see where new fireworks were spawning, so I wonder if maybe a fixed screen with a larger field of view might work better? Or maybe the same slight sway but a little zoomed out? So enjoyable, and really lovely!
Super cute!! In the strawberry tart level, the values at the top of the screen were green when I had zero pineapples or kiwis, implying that zero was also an acceptable value as well as 1, but I failed the level when that was the case. I ended up having to stop myself from trying to get past a certain level because it was aggravating me, but only because I was having such a good time!
This was so fun! I especially loved the color palette and the sound effects (specifically the voices, although I found Willow's a little grating for some reason). The concept of the game is so clever, and I think it represents that limbo of working "odd jobs" like drivers and couriers really well. I will second someone else's comment about how the dialogue could've benefited from having to be double clicked as well, since I accidentally clicked on a few while progressing the conversation. Overall, really amazing game, and I wish Coal and Lily all the happiness!





