Thanks Guys!

Now that
Ludum dare(feel free to play and vote) is over I can continue working on this.
This is an interesting idea! It reminds me in a small way of Loco Roco (PSP). Certain things became easier or harder depending on
how large you were.
The artwork is looking good, and the way your tileset builds itself is very impressive. A real time-saver. Your branching dialogue
path is nice, and could increase replay value depending on how you use it.

There probably won't be that much use or weight to the dialogue choices but it's nice to have it implemented.
This is looking fun and quirky! The art style is great

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I just wanted to give you a high-five for your music. You use some harmonic progressions (like in the title screen and boss battle
music) that most "composers for hire" never even touch on. I'm fairly impressed, considering you don't consider yourself a "video
game composer," when there are sooooo many out there who look for musicianship work and never use more complex musical ideas. And in
terms of the mixing, it wasn't a problem when I listened to the tracks. That equilibrium of volume will come in time, as I know
mixing is sort of the final, tedious part of producing music.

*High five* I do consider myself a composer though, I just haven't made music for games really
(well except this little ditty and some for an earlier failed game project I started). I think it crossed my mind to do it more but it never really happened. I've tried my hand at movie scores, written musicals, played in bands. Just amateur projects though and I never focused in on it (like pretty much all my artistic endeavors) and have gone years not writing anything at some points and very little without a specific project behind it. I do think I have a pretty good ear and a solid understanding of basic music theory and production even though I was never trained and can't read music for shit (well maybe really slowly)

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As for the progressions, to be honest I don't really think about it too much. 90% of my compositions starts with a motif in my head and then I kind of just "feel" what the harmony is and progressions doesn't always fall into the common standards, which is nice because that'd be boring

. I used to be really into progressive rock so I do like to play around with time signatures, syncopations and just weird stuff in general. These tracks are pretty tame in that regard but I'd like to make at least one track that's balls out crazy.
Anyway have some more music.
Bring a coatBird of preyIt's nothing really finished but It's a pretty clear example of how I'm working with theming. I will be using a lot of recurring/reworked motifs in the soundtrack. It's pretty obvious here, but sometimes it's more subtle (like woodlands/wafer-thin-mints). It's a really fun way to work :D.
Cool video you posted! I like the terrain system, and the art style reminds me of Adventure Time. Good luck on this
I Love Adventure time! I do think I'm inspired by the show in some way although I think it's more that we draw from some of the same sources, which is a cutesy Japanese aesthetic. I always think of those Japanese emoticons as my biggest inspirations for the look and always figured Pendelton Ward drew some inspiration from this type of style for Adventure time.

Anyway here's some content. Don't you just hate when a wizard asks you to save the world or whatever and then just leaves you to it.
Well, Charm will be your companion throughout the game and I'm planning to not make him useless.