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Honestly, this is sick as all fuck. I love practically every part of this game, so I'll go into a bit of detail on that and then give some suggestions.

The little anecdotes are adorable (I'm a sucker for little characterization stuff like that) and the systems have a huge amount of depth. It was amazing to take the time to learn (and break) all the systems.

For my main suggestion, I think this game is most fun (at least for people like me who like to pursue mastery) in a sort of specific specific way:  Play through the game once, going crazy on the resets and getting ridiculous stats. After that first playthrough, go through the game again trying to reach the end in as few resets as possible. This makes figuring out what's important and prioritizing super important and gives purpose to all the cool puzzle mechanics involved! It would also be kind of like solitaire in that there's RNG involved which adds a lot of variety and a sense of slight powerlessness when pursuing a new best time so to speak. I think trying to speedrun the game in this sense adds a lot of depth, including discouraging things like not mindlessly maxing all stats without knowing what they do and things like that.

Thanks for playing and for your kind words and feedback!

I was hoping someone would mention the little notes haha it wasn't added til the end of the jam and I felt good about adding a bit more depth to the characters with it.

My plan if I had had the time was to add some randomization to the ingredient placement to change things up. I also want to add either a few different shadow forms and you face a different one each time or adding more phases to the fight.

So cool that you see speedrunning potential in the game! I actually keep that kind of thing in the back of my mind as I make my games. In my own playthroughs I think I got it down to maybe 4 or 5 resets. I should add a counter to the game!

Really glad you enjoyed the game :D

Woot Woot!


Speedrunning kind of solves this since the point is to win ASAP, but it feels like there's no good reason to spend bombs before you're "ready" (as in have huge stats and a bunch of bombs and know you can beat the boss) so it would also be neat to have rewards for a partial success like defeating a specific limb or something to make it worth spending bombs even if you can't actually win the fight

I had thought about something like the partial reward thing and I've only just realised how I could implement it. I'm thinking perhaps that you receive Elder Flowers as the reward which could be an ingredient that bypasses other ingredient requirements. It would also be another clue to the true nature of the shadow.

Really good ideas! When I make the DX version of the game I'll pop you in the credits :D

That's a great idea! Thanks for the credits mention!