Really good! Fun character, love the voice. I felt like I was sliding with the movement, but I don't know if that's intentional or not. I didn't really notice the health meter while I was playing.
VictorySwan
Creator of
Recent community posts
It really captures the essence of tomagachis. The art style was great. I didn't expect there to be 10 death options or for the death art to go so hard. It felt like it hit a good attention balance for being a desktop idler.
The dirt in the shower fades a bit slowly for me. It was hard to tell if anything was happening at first.
This was pretty cool. I would definitely stream this with friends for Halloween. But please have mercy with the map layout. I gave up because I wasn't getting anywhere unless I took the time to draw it as I went. I think there are multiple sections that fully loop, and that ends up being frustrating.
This is really cool. I liked the concept and the gameplay a lot. The menus were a little clunky. The text could be bigger, and I had a hard time clicking between cards and then selecting cards. I wish you could fuse two cards instead of having to wait for 4 cards. I didn't realize that there were interactable in the opening area at first. They highlight if you mouse over them, but I thought they were just environmental details at first.
I love this! The colors, sounds, and sprites are great. I made it to level 19 on the first difficulty.
I played with the turrets in single player, and I wish there was a timer so I could better anticipate when a turret was going to be placed. I'd like the health pack pick up range to be a little smaller so I could save them more strategically. I could see that you had a category label on the upgrade cards, but coloring the whole card might make it easier to see.
I haven't tried the multiplayer, but I think that's a really cool idea.
Feels really solid! The upgrades are fun, the aesthetic is great, and I like the tracks in the sand showing the current path of enemies. I didn't realize I could use the blocks to change enemy paths and funnel them a specific way at first.
I couldn't figure out how to heal myself or my turrets, and I would have liked if the turret menus closed automatically if I drove away from them.
This is great! All of the art was very cute. I had a great time.
Placing and moving objects was easy except for floor tiles near the object selection menu. And, trying to repair the floor or wall with the same tile type was slightly difficult. I was uncertain some times if I had already selected a marketing campaign. After going back in to the marketing menu, I wish it showed me what I'd purchased. I also wish that people sat down on the chairs I put out.
I liked this a lot! I hope you continue to develop this. I loved the opening and closing comic sequence.
I found that it was difficult to know where my seeds would be planted before I fully upgraded the planting, and it was hard to tell what I was watering and what I wasn't. I really liked the spin watering upgrade! I didn't know when my ability cool downs were reset, some kind of timer graphic on the hotbar might help. I forgot about the upgrade tree at first, maybe it could glow when you first collect enough material to buy an upgrade.
I think some enemy waves that try to destroy your crops would be fun too.
Lot's of fun! The number of well executed mechanics is impressive! I think the level balancing is off. The first level took me several tries, and then I beat the other levels in one go. The cheese moon is busted. I didn't see how to export raw materials to other planets, maybe I missed that.
At first, I didn't realize that you had sell the items from your barn. Once the planet is spinning, it's difficult to adjust the rockets, so having a separate interface for that might be helpful. I think your initial focus is off on the opening menu and starting info screen because your buttons look odd when those menus open up.
I would enjoy this without levels and timers just to see how well I could build up my systems over time.
I was only able to make it through the first level, but I was compelled by the narrative, visuals and audio to click through the checkpoints to see the rest. I agree on the level design being a bit too difficult. I wish spinning the propeller while it's in mid air moved it around. I didn't realize at first that I could click, drag, and hold to continue the propeller's spin. With two monitors, I kept accidentally clicking out of the game.
This was really neat. I liked the atmosphere and the exploration. I did get frustrated not knowing what each animal's abilities were at first, and I wasn't able to completely finish because I got stuck at one jump where I wasn't sure what option I was supposed to use. A few more hints for the other animals besides human in the death messages would have helped me. The spin to pick an animal is cool, but when I had a path that I thought needed a specific animal, then it was frustrating.


