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Like others have said, there's some visual feedback that makes this game tricky to play. 

I spent a while trying to get wood out of trees with the axe. I'm not really sure how I'm meant to get enough wood to build these planter boxes. I built a small one with some wood I got from the broken crates, but I'm not too sure what a seed looks like. I managed to water the box, but that's about as far as I got... it seemed like the area I was in was all walled off.

Definitely a tricky game to try make in a weekend!

So I'll tell you how my playthrough went. I started out just exploring because it's a really beautifully constructed environment. I also spent some time this weekend watching you guys create it and can tell that there are a lot of complex systems in place. I was watching you guys create the attack animation and could see how that was super detailed.

In terms of my playthrough though. I initially just placed a few of each of the sizes of the planter boxes. (I couldn't find the watering can). I explored a little bit more, marvelled at the zoom function of the camera and tried to catch what I think was a white rabbit.

After a while I found the axe and a few pieces of wood. I'm not sure how to use the wood yet and not sure what to do with the bottles that I picked up. I tried hitting a few trees but they were too mighty for my axe. I also didn't see the enemy that you guys were working on.

I'm going to play your 72 hour bug fix version after I get through the other submissions though.

we definitely could have done a better job at indicating what you can and can't do.
The axe isn't used for cutting down trees it's only there for combat, and the planks you find are used for building, when you place a planter box you should see an icon above it showing the materials required for construction and how many.
The bottles are health potions that are only required when in combat, if you explore a bit more you should find a build site which will unlock the bridge into the second area, enemies only spawn after unlocking that bridge

Yeah I definitely agree with @3nigma on this one, visual feedback and balancing seem to be the major elements that should have had more time allocated, even if at the cost of other features.