Thank you so much! We're currently working on a new update which, among many other things, will included revised tutorials with much more clear instructions and clarifications on some mechanics that aren't as easy to piece together solely from gameplay. We don't have an ETA on this unfortunately, but it's in the works!
DankShamwow
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Pixel art is gorgeous, the theming is great, but the gameplay leaves a lot to be desired. The microgames for firing your lasers feels a bit touchy, and combat takes forever. Final battle of the game also feels really overtuned -- it felt like it punctured my shields and did half my health in a single blow!
All in all, it's very enjoyable to look at, but with some glaring problems that make it less so to play.
Thank you so much! Pattie did an excellent job with the sound design for the animals-- I'm really happy with how all of them came out. The original idea was that each animal would have their own instrument-- sort of like the characters in Don't Starve-- but I was also open to different ideas. Thus, the goat has the sound of a metal can!
The animal animations were both really fun and REALLY HARD to do, and I think the eating animations could stand to be a bit more fluid-- thus, the headbanging horse, which was meant to only play once, but bugs exist in the code! We do plan on fixing this up at some point in the future, as well as making a much clearer tutorial for the game outside of what currently exists.
Thank you so much! My goal with a lot of the puzzles was to make the player ask "How does this interaction work?" Most of them are designed to be intuitive interactions, and others, like Rain-3 & Night-2 are meant to be more like "Huh. What do I even do with any of this?"
I think we've only scratched the surface of what we can do, as all of these levels are just made from interactions between the animals and the basic tiles. We wanted to add Buttons and Fence Gates to this version, but we had to cut them because we ran out of time. There's a very strong chance, though, that we'll be bringing those ideas back in an update down the road.
If you intend on playing this game this week, please be wary of the following puzzles, which have issues due to the bugs we have found in this build:
Horse-1 has an impossible best score
Pig-1 would be beatable if the game's mechanics were working as-intended at the moment. As it stands, you can get VERY close to a clear, but due to bugs in the game, Carts do not properly get locked into their Pens.
Rain-3 may have an impossible par score
Rain-4 may have an impossible par score
Night-1 may have an impossible par score
Night-2 has an impossible best score
Night-3 may have an impossible best score
Thank you so much! The animal sprites took a lot of work to get just right, and they were originally going to be directionally facing. Thankfully, I was talked out of it and instead we drew some inspiration from Super Auto Pets for a sticker/emoji style for the sprites, mixed with some actual animation. I wasn't very good at spriting quadrupeds before going into this, but now I feel like I'm quite seasoned at it!
Thank you so much! Initially, the plan was to make each animal individually controllable, but that seemed like it was going to lead to lock-and-key sort of design, so our programmer recommended a "layer of indirection" which is where the Food mechanic came from, and it became a pivotal part of the game design, along with the Animal abilities (virtually unchanged from the initial concept) and the whole game being a strange mix of a traditional Sokoban and The Incredible Machine/Contraption Maker/Fantastic Contraption.
Our programmer Golden Epsilon did try to implement an options menu with volume sliders right at the end, but unfortunately he was out of energy before then. Similarly, the tutorial was added really late into development because it never occurred to us that it might be hard to pick up and play this (because we were intimately familiar with the mechanics!), but we are planning on updating this at some point down the road with improvements, more puzzles, and more mechanics to boot!
Music's really good, sprite work is absolutely gorgeous, but the game balance is all over the place. The first level of the story mode felt like the hardest, and the gimmick on the last level makes it a tad annoying to actually clear, while the level itself isn't that hard on its own. All in all, had a fun time with it!