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Gosh, those AAA artists leave no chances for programming art :)

Very cool entry. Liked it a lot! One of not many 5/5 on all categories. Cool art, atmosphere, sound design, gameplay features, implementation is top. Polished and great. 

Feedback time: 

- didn't understand the need to choose character at start and first section of the game when you get y materials. It seems what game will lose nothing of you just remove those parts. But they may be a little confusing when you occidentally collide with darkness during first phase

- when choosing character is hard to understand who you want to pick because you can't understand how useful they are

- the same as previous but for supplies: it's hard to understand what and why you want to collect. Even more confusion applied to the different inventory space what each item has different "weight".

- don't understand the preparation stage as you can't read descriptions and "weight" beforehand and even if player could it would be too much info to plan something. And even if you plan a lot at this stage I don't see too much impact on the overall gameplay. You can only screw yourself by not saving characters

- UX part could be improved, to help player to navigate through menus and highlight important beats. Most of information shown by text. Even highlighting with colors thirst, hunger and other low parameters will help a lot I think. Even more if add some iconographic.

- open book each day is like a extra step to the helpful info. Art is gorgeous but it might be optional to look at every day. Or it might be "the status page" itself. If integrated correctly it can be a great visual representation with enough information to be part of the gameplay loop

As usual, the more I like the game, the more feedback I'm trying to bring. This one was amazing 5/5 experience!