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(+3)

This is an amazing game!  The artwork is so impressive and polished.  Same goes for the UI.  The music and sound effects are good.  A lot of hard work went into this.  The game design seems like it could be good, but there are issues I found:

- Game had a very short time span.  I was still starting to explore the mechanics and deciding what to craft when the storm hit and the game abruptly ended.  How much time do we have, it isn't stated?  The game has a relaxing tone, so the harshness of the time limit really conflicts with that.  Maybe the storm has some negative effect, but it shouldn't be an instant game over.  As it stands the beginning of the game is very hard, but it gets easier as you learn how to play.  This is an inversion of the usual difficulty curve.

- Brews make no sense.  It takes me 10 secs to brew 2 x 18 gold potions = 36 gold.  Or 10 sec to brew a 32 gold one.  So, there's no incentive to brew the longer potions!

Hopefully, this helps improve the game.  I definitely think there's something there.  I can imagine this becoming a nice mobile game, but you should look into the game design.

(+2)

Thanks for taking the time to leave such detailed comments!!

- For the time limit, we intended the game to be short so that it’s challenging enough. The time should be displayed in the upper right hand corner! You start with 3 minutes (180 seconds) and as you present offerings, the time limit increases. Typically, the first play-through will get you to understand the dynamics and the second round you will master it :)

- The incentive to brew the longer potions comes in the sense that you don’t need to sit there waiting for it to complete, and you can work on other things such as crafting in the meantime. (Games like Goodgame Empire have this inverse dynamic for coin collection.) However, we hear ya and we will definitely collect more feedback and reconsider this aspect!

We really appreciate your playthrough and thorough feedback - please let us know what you think about these points!