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(+2)

I really, really like the concept and the setting here. I only encountered a few minor bugs in the web build, nothing too crazy. I liked the opening cutscene and there was still an impressive amount of content.

I think the only thing I didn't like was the system that hides tiles beyond the player's line of sight. I'm not against this kind of system in principle, but I really only noticed it when it made walking through some of the grassy stretches take a while because I got turned around due to the poor visibility. 

I also really liked your Hokum-Mon designs, I think Crowvial was my favorite. Great work all around.


(+1)

Thanks for playing my entry and giving feedback! The dynamic line of sight is something I've included in several of my game jam entries mostly just to demonstrate what can be done using with a custom engine. I think it makes sense to use line of sight in this game to make the world seem bigger and to show off the palette fade effects when a map tile transitions between the visible and hidden states, but I have no idea if I'm overdoing it because I can't get lost in the maps I designed myself. So that's really helpful feedback and I'll probably add more paths and clearings to the grassy areas, and eventually I'd like to add a minimap or some other navigational aid.

The effect definitely looks good, just a little bit more baseline visibility would be appreciated. I think this could just be the friction that is inherent to the oldschool Pokemon games, like encountering Zubats every 1-3 steps in a cave before you have Flash.