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fairfruit

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A member registered Jan 14, 2025 · View creator page →

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I got the gist of the game pretty quick, which is really cool! Can definitely see the Balatro vibes, especially on visuals and music.

I had fun with the rounds even with this level of simplicity, which says a lot. Adding more elements and relying on addictive gameplay, point / score maxing and you probably have a very solid game in your hands.

Not too much I can add that hasn't been said, lacking a tutorial makes things a bit hard, and once you figure out the game it gets repetitive fast. Having power ups, items and increased chaos would be a perfect way to add to it.

Very impressive for 43h!

Nice submission.

Thanks for playing and for the feedback, that all makes sense!

Glad you like our little submission :)

Very fun game! Incredibly creative concept, you should port this to mobile!

Nice!

Oh I think expanding on exploration is indeed the way to go if you plan on going forward with the project! I think it's way better than just a fancy light compass. For that to work well you'll definitely need more detailed environments, with good environmental story telling. Ofc these are things we can't really afford to have on game jams.

Great submission! Congratz on the game.

Very cool game!

Love the guitar solo on the deployment track.

Combat feels fluid, which is very challenging to do in such short time.

I felt a bit lost, which is understandable. Really cool idea for a full fledged game!

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Thanks for the feedback!

The randomness is indeed intended, we were aiming for something akin to Buckshot Roulette, where you have some control of outcomes, but taking risks always involves chance. This was a double edged sword though, since, while it does add to risk taking and encourages the player to not play too passive, you can sometimes be screwed by RNG.

Also, RIP your village. The storm does indeed always come.

Glad you like the concept!

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Makes total sense! We really wanted to do a tutorial, but we only had like 3 days to work on it, alas it's part of what makes jams what they are. If you want to learn in more detail how the meters and the inner workings of how decisions generate outcomes, the Concept section in our GDD explains it. I don't want to paste it here directly since it can be a bit spoiler-ish depending on how people want to experience the game.

Again, thanks for playing and for the feedback :)

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Hey! Thanks for playing, glad you like the visuals! 

That is indeed how that game's supposed to be played, kinda. The core idea of the game is the moral choice of choosing who to let pass, who to scare and who to kill in order to ensure the survival of your village. Let someone with bad intentions pass, you get bonked. Shoot the ground and scare someone who was chill? They'll be mad and bonk you. Kill someone with good intentions? They won't be able to bring resources to your village. You can learn about the people's intentions by looking at the meters of hunger, thirst and sickness top right of the screen, and also what they have to say. But in the end, you can never know for certain, and that's what the game's about! 

Can you just kill everyone and do all trades? Sure can. That'll give you one of the endings. It'd be similar to just letting anyone pass in Papers Please. 

Our main objective with the game was to create an internal discussion on moral dilemmas, make the player consider the consequences of their actions, and what it feels like to be a weapon of destruction tasked with caring for what they were once designed to kill. You can learn more in the GDD if you want! Whether we achieved that, that's another issue hahaha. 

At any rate, thanks for playing and leaving a comment :)