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(+2)

Thanks a lot for playing and for your detailed thoughts on the experience!

There has been some discussion on these points on other forums (Discord etc.) so most of what I'll say here is for the sake of other players / prospective players.

Just to save folks some suspense, this system was designed as a prototype for a full-length game I was (and still am) considering, which as was pointed out would need to be after Moonfell. Assuming the system gets traction enough to move forward with, I still have no clue when such a project may occur, but it's an exciting prospect for down the road. Maybe.

Because of the above, I kind of had to push the content to the max as a litmus test to see if it would even gel. Wasn't the most prudent decision to start with a sort of mechanical architecture and build the game around it, but it's what I was able to come up with in the limited time I had. I should have predicted, but didn't, that ETB (energy turn battle, the sort of Hearthstone-esque turn system where each side gets an increasing number of actions every round) would significantly increase battle duration by at least 2x what I had allotted for. That combined with almost tapping out of the jam a few times due to IRL conflicts (and losing some dev time accordingly) led to a very awkward moment less than 48 hours before submissions closed where Oath Games had to talk some sense into me in order to get the project delivered at all, much less in decent shape.

The final boss is definitely too hard and demands either being over-leveled, over-geared, or bringing in some fairly specialized tech in order to compensate for his attacks being over-tuned. My apologies to anyone that faces that fight blind, and nobody will judge you for turning the difficulty down to Easy for one fight (the NPC to talk to is in the main hub, the guy on the right).

So, yeah a bunch of small misfires, though for the record, I didn't really read your comments as overall negative but there were some valid issues as well as some more subjective things that I broadly agree with! On the other hand, I'm glad the general consensus (so far) is that the system itself is fun / worthwhile despite the hangups.

Anyways I appreciate your feedback as well as sticking through the game until the end!

With the additional context that you almost didn't cross the finish line, I have to wrap around and express how mega impressed I am that you got this out! It's definitely way better to give us too much game than no game at all, so I'm really happy you guys managed to pull through.

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I'd absolutely love to see it as a full length game, given more polish, better tutorials and fixing bugs (if you wait as your last action the wait doesn't work, etc).