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GAMEPLAY: The concept's not bad at all. I got a little lost at first, given how all my beads were basic, so there wasn't much reason to place them in any particular way (so I thought). This isn't much of a hindrance to play at first, but understanding what materials do is rough without a tutorial. Your rules written out in the description are good, but adding them to the game through the player's first bracelet would be helpful. Once I understood how making beads worked, I got interested. Once I understood that buying the same materials over and over was an easy way to up my mult, I got less interested. Rewarding variety instead of similarity would be more dynamic with how the shop and draw systems work.

VISUALS: For a game that's mostly UI, I'm glad you did a good job there. The beads seem sad--maybe up the saturation? The terrarium is a little tacky with the varying perspective (overhead for everything but the sand), but the animations for building a bead are well executed. I like the rotational flourishes in the bracelet segments.

SOUND: The main theme is unobtrusive, and the insect noises fit the theme. Some sound effect ideas: wooshes on playing a bead, jingles on counting total points (with flashier ones for higher multipliers), weaving sounds for the caddisflies, click on pressing shop items or buttons.

THEME: "Everything can be a resource" may be a better way to put it, but it still fits quite well.

Thanks for the feedback. We do hope to expand more on this! Only so much you can do in 10 days! Be sure to check out our game dev log!