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Thanks for your comment. The UI is not my strong point for sure. I would love to have icons for the things you unlock at the reception at some point, but I also want to have many different things to unlock.

I'm thinking, do we need to buy the traits, and then, buy the female guest? For example, tiny body and green screen only unlock the Goblin, as far as I know. So couldn't we get the goblin automatically, after we buy the tiny body and the green screen?
The female goblin is not the best example since it's all free, but for other guests unlocking different traits and then guests is a way to split costs. Players can also pick and choose which guests they want to unlock and still have the same traits available for other ones making them cheaper. For example "Green Skin" trait is also required for orcs, not just goblins.

I didn't understand at first that, the face on the mirror actually apears on the guests inside the dungeon, and you need to find the right one
that's explained at the end of the whole movement tutorial from the main menu. I also have tooltips on UI showing objectives in dungeon's pause screen. I guess it really is information overload.

Your game , although it has the dungeon gameplay part with the plataforming in first person, it has a lot of focus on the management part, as you said. So advertise that part more!
I really wonder. Like, I want people to be in that mindset, but I am not sure if simply spending resources to unlock things really justify the management tag.

Thanks again for all feedback