You’ve made a really addictive game. It’s just missing some music and sound effects, but I still had a great time! :)
Lenobe
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Unfortunately, not anytime soon. Right now, I'm doing a marathon: making 6 jam games, one game per month. Each one is in a new genre to help me improve my skills. Once I'm done, I'll pick my favorite project and turn it into a full game. So I can't promise anything just yet. But thank you again for your interest in the project. Comments like this really motivate me to keep creating games! :)
I’m glad you enjoyed it! Right now, the plan is to expand Echo’s reactions to the player’s messages, making the consequences more tangible and the replayability more engaging. It’s a bit of a pity that the project was made for a jam, because the original concept was much larger. The idea was that the player would spend a week interacting with and raising Echo, with the outcome shaping not only Echo’s future but also the fate of the world. The setting was envisioned as cyberpunk, with a conflict against the corporation that created Echo.
I understood the main idea of the controls, and that’s how I was actually playing. But when other objects appear on the stage - balls, platforms - the cocoon often crashes into them while flying from below. After these collisions, strange things happened. Sometimes the cocoon stuck tightly to a ball if the ball was smaller in size (I mean the mechanic of the cocoon growing larger), or it bounced off in a completely chaotic trajectory, with no way to control it. Although, maybe it was because I was using Firefox - as I understood, there were some issues with that browser.
Cool idea with the slingshot - the mechanic has real potential. The graphics and menu look nice and polished. The only thing is that the cocoon’s interaction with objects sometimes feels odd: it either sticks with no chance to detach, or bounces away. My funniest death happened when a spider and a ball trapped the cocoon and played “paintball” with it, ending fatally. Overall, the game looks fun - good luck with further development!
Thank you for such a detailed review! The chat layout definitely needs some polishing.
As for the gameplay: each reply in the chat increases one of three counters - Aggression, Neutrality, or Loyalty. After 10 messages, the player is directed into one of three final dialogue branches with the AI, and the ending is determined by whichever counter is highest. In the future, I plan to add more branching and some visual cues, like coloring the buttons depending on which counter they affect.
The chat icon on the phone screen already has a hover effect, but it seems too subtle - I’ll make it more noticeable. Regarding interactivity, I’m still thinking about it. This is meant to be a short visual novel focused on the vibe of a single conversation at a critical moment, and I don’t want to lose that atmosphere.
You made a fun game! I enjoyed it. The only suggestion I have is some kind of indication before the coconut goes out of control. For example, a second before, its sprite could start vibrating, or slightly change to a red tint, or its facial expression could shift. That would make it feel fairer to the player, in my opinion. Anyway, I wish you success going forward!
Thank you so much! I'm really glad you enjoyed it.
You're absolutely right about the lack of choice variety - that's something I plan to work on when I continue improving the game after the jam. And thank you for finding and pointing out the bug with the ending text speed!
I'll definitely play your game today and leave a comment as well:)
Thanks for the kind words :)
About the visuals: if you mean the cover art and the battle scene background, those were AI-generated. I only adjusted the brightness, reduced the palette to 32 colors, fixed the witches faces, hands, and legs on the cover, and cleaned up artifacts. If you mean the enemy sprites, the base, the witches, the grimoires, and the projectiles - I drew all of those completely myself in Aseprite. That took around 15 hours, including the simple animations. If you mean the base explosion animation when its HP reaches 0, that one comes from a free asset. I’ll add proper credit links for the sounds and that animation after the jam. When I created the page, I was extremely tired and honestly just forgot to do it. As for the basic attacks, right now they simply deal damage. I originally wanted the icicles to slow enemies and the fireballs to deal AoE damage, but I had to cut those ideas because of time constraints - along with many others :)
A cute and relaxing puzzle game. The symmetry theme and mirrored mechanics are fully realized and work very well. The visuals are simple, but pleasant and clean. The overall presentation is solid, and the concept is clear from the start. Puzzle games are not usually my favorite genre, so it started to feel repetitive for me after a while, but it remained enjoyable and never frustrating. Overall, a polished and well-made jam entry.
This game has a really cool concept and an excellent use of both the theme and the prerequisite. The visuals are good - I’d even say very good. My main issue was readability. Because of the perspective and the placement of the turntable, it was sometimes hard to predict where the mice would end up. You can walk closer to check how much space is left, but after getting killed by a mousetrap once, I stopped taking that risk :) The controls also felt a bit uncomfortable for this type of puzzle game. Overall, a creative and well-made entry.


