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The wood mechanics and the lumberjack's interaction with that is interesting. I like all the unique little gimmick uses of srpg mechanics actually.

The end turn animation takes too long. A lot of stage mechanics require you to end turns a lot and it's not pretty.

Panning the map is not intuitive. The overlay that indicates your movement range is often not particularly noticeable against the background color. Pathfinding is aggressive enough to force you to take damage through flames, but not enough that I can move to an enemy tile to go there and attack with a single command?

Thanks for playing! I will try to shorten the end turn animation a bit.

To me panning the screen seems pretty intuitive but I have played a lot of rts games so maybe its because of that. There were some people that didn't figure it out at first but usually they got used to it over time. You can also move it with the arrow keys but I don't think a lot of people tried that. It did seem like a big issue for you though, there is a lot to explore to the right on the last stage where you died. Do you have any ideas on how it could be made more clear that there's more to the map and that the player should be moving the screen around more?

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I think what makes the panning particularly worse is the fact that you're typically panning to the right, where you need to overshoot the fairly thick UI for any movement to happen. The cursor isn't even trapped in the game window either.

My muscle memory from all sorts of software is to hold the middle or right mouse buttons.