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I really like the style of this game, the chunky text printing on the screen, the funny writing and images, the beaver theme.  All of that is great.  There was a lot I didn't understand like something about an AI? and Musk? but that kind of added to the weird fun. 

This type of game can be tricky to balance, and I think the balance is OK right now.  It's really hard to succeed on your first try and I think that's a good thing.  That's way better than it being obvious and easy.  but the bigger issue right now is mechanical clarity.  I get there are some stats and I am trying to keep them all high enough to survive, but it's not clear which actions will affect which stats.  I need to be able to make a plans, react to the conditions of my stats, but currently that's hard.  And it feels like there is maybe some RNG that determines the outcomes of some events?  Which is fine, but I'd like to know when I'm choosing something risky versus something reliable.  It would also be good if I had a better sense of my goal.  

Another thought I had is that some of the stats feel more compelling than others.  The keeping your belly full stat is very compelling, but the...skill points stat didn't really make sense to me, so I wasn't really excited to improve it.  Sanity and money are also pretty compelling, so I guess it's just skill points that I think need improving. 

I genuinely had fun playing this.  I felt like I was exploring a weird beaver world and fearing for my life.  Great work! 

Thanks for playing! Maybe in a next update I'll add a proper window for stats to help keeping up with things. Currently, most actions have different outcomes depending on RNG, the game was designed around trial and error and I wanted it to be very hard to survive; just like the beaver who is completely clueless about the big city, I wanted for the player to feel clueless about the mechanics and outcomes of things, but most of the events always tell you when stats raise or fall and unless you are really unlucky there are certain patterns.

Skill points still need to be integrated better, but they will reduce the amount of luck needed to get the "good" outcomes of the events that require err, skills, and they can't fall to 0 or else the beavers brain activity stops completely!