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awwwwww such incredibly adorable dogs! The visual style is very unique—the ghost’s trail on the grass makes controlling a transparent character feel clear and easy. Starting the game in a graveyard is a great storytelling choice. It quickly sets the mood and helps players emotionally step into this sad beginning.

The red flowers that release a scent to attract the white dogs are a really nice idea. However, one slightly frustrating point is that the blue and yellow flowers look like important points of interest but don’t seem to have any actual gameplay effect. This is especially true for the blue flowers, which have a contact animation similar to the red ones. This can make players think there might be some hidden mechanics, but in the end, there aren’t.

If the gameplay is meant to be more exploration-focused, as I understand it, it might help to more clearly separate objects that affect gameplay from those that are mainly for atmosphere. For example, the blue and yellow flowers could be less visually highlighted. A small amount of weak guidance could help players feel less confused while still keeping the sense of discovery.

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Thank you for taking the time to write such a thoughtful and detailed comment, and thank you again for all the love you shared for our game! We really appreciate how constructive your feedback is, and we’ll definitely take this into consideration as we continue polishing the experience and clarifying the balance between atmosphere and mechanics.

It’s been a real pleasure talking with you, 希望我们能在游戏开发和设计的旅程上继续星月协奏! ✨