magical. somehow magical.
morushroom
Creator of
Recent community posts
The space of this game to make it as intentionally annoying as possible is immense, I had fun MAKING IT HARDER FOR ME BY PLAYING WITH MAX IMPULSE MIN FRICTION on high parkour sections to cheese it out.
Overall it’s a very awesome concept, but of course if you’re planning the full release someday it would be cool to either polish the stats interaction or delete the arrow key controls. The whole jump from arrows to mouse is very awkward, and the game requires a lot. This gripe doesn’t affect my rating though, the game is very neat.
I’ve realised how eccentric this game was in its usage of colors, and immediately got that my laptop is not very good at displaying it’s colors.
I grabbed my SD OLED and like, manually rebinded all the controls to play it (because it seems there’s no gamepad support), but the thing is.. it was worth it. It was really worth it I really liked the whole thing and the wizard and you have an immaculate taste and some tangible sauce. Can’t wait to see more from you.
I’m really fond of that one. The amount of effort spent on assets is immense, and I’m sure code was no different. It was a blast to play.
Also liked the main guy personally. He has that protagonist energy which nowadays feels almost ironic. Whether it’s intentional or not, I’ve sincerely enjoyed every line and their delivery.
Thank youu, Kaia! I’m pretty sure the way you interacted with the game is partly the intended experience. Y’know, excluding the destroying your keyboard one.
Sadly, we PLANNED on making the colorful levels at least partly playable before the main thing, but we were too busy with our own stuff to implement all of that in time before the deadline.
I shall rethink the whole concept again one day as the majority of people seem to be eager to play the garden as it initially advertised itself. Maybe as nosey’s journey 2.0 …
Thank you for playing!