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(+2)
  • the way that the game implicitly directs you what to do in the early game is cool
  • i think the menu would be better if it could be accessed with enter or spacebar
  • i only realised i could drink my potion after spending a lot of time looking for somewhere to heal and then dying for the first time to poison
    • i had figured that the only way to heal was using the checkpoints
    • checkpoints are the only way i currently know how to restore potions and that has caused me to not take them to save for a refill in a way that the game feels it isn’t designed around
  • the title taking so long to appear that you can skip through it is a strange choice
  • i feel like the name "Yancy" doesn't do a zelda-like about crafting swords justice

my interest petered out and i quit after i got the wood for the bridge then got through the mine to the wand hut, everywhere else i went i felt underpowered and it seemed like i was being asked to just charge in and die until i won instead of being able to retreat and heal when i needed it. maybe that’s Zelda 1-esque and i’m just a scrub, i dunno

(+1)

Hi! Thank you for playing!

I'm noticing a lot of players aren't taking notice of the potion; I anticipated that listing the button for it the controls would be enough, but it's a common point of friction for people. I'm considering adding a button prompt to the HUD or something similar to help with this issue.

I've also decided to implement a few "One time use" healing fountains at some objectives to make it feel less hopeless venturing out immediately after barely surviving a gauntlet of enemies.

As for the game's title, I spent a long time deliberating on a title that was more relevant to the mechanics, but everybody called the game Yancy Game because it was the main character's name, and the name stuck. The game's narrative does eventually focus more on him as a character, so I hope it becomes more appropriate in the full release.

Thank you so much for your feedback, I look forward to trying your game as well :)