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(+1)

JUDGES FEEDBACK

Antonio

  • Hand drawn art looks good
  • Clever and funny writing
  • Gunyah's shop-shaking effect looks good on people and text boxes, but maybe not the Shop UI
  • UI navigable by keyboard would be great, would allow the player to play the game completely with a keyboard or with the mouse without having to swap in between
  • Is luck stat not working? Or increasing?
  • Percentage-based buffs don't have any tangible effect on the player when their base stat is 0.  This makes sense mathematically, but may want to consider giving players a base number in all stats, or restricting percentage buffs until after the player has points in the stat
  • Don't be afraid to challenge players with different enemy configurations, you can gate optional, rewarding chests behind harder areas to allow players to choose their difficulty

Finn

  • Amazingly atmospheric. Love the meta-game loop and choosing where to spend your souls. Was tricky deciding who to give the souls to.

Duncan

  • I wish the game was purely a text-based adventure with the story driving the actual gameplay. There are few text-based adventure games out there and I thought it was refreshing. I was perplexed when it switched to a platformer and also the platformer was underwhelming.
  • I encourage the developer to push with the text-based adventure game approach and craft engaging story and dialogue options that have some interesting twists. I am sure many will enjoy it.

Thank you very much for the feedback

In terms of having the challenging aspect buffed up a bit, it is something we considered; but we wanted players to experience more of the story than the shrine activity, so we tried to reduce the effort it'll take to garner the souls. But yes, it will definitely be worth the shot increasing the challenge a bit more to make it more fun. You are definitely spot on about the shaky shop UI too. 

Yep, spending souls can unlock different dialogues, so picking to whom you spent them on is a decision we wanted our players to deliberate on. We're glad that's being the case. 

Yes, we did originally plan to make storytelling the key aspect to this game, and the platformer was to give the players a quick and short break from reading too much. Think of it like...brewing coffee in coffee talk, or mixing drinks in VA-11 HALL-A. So we didn't want to make it too difficult, but yes, it might've been too easy in the end. We will take your feedback into consideration definitely.