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(+1)

I've beaten the demo again, I can't say too much about the differences in the overworld as I don't remember the old one too much. Exploration is pretty fun but having unique elements in areas would help a great deal - ancient ruins, very big trees, holes in the ground, bridges on top of the trees, you name it, anything like that improves greatly the exploration. Also, since you can gain water pistol, more areas before the first dungeon could be separated with lava. I'm not sure how "secret" you want to make that weapon but it's not necessary to finish the level and can open new way of traversal the overworld. 

I managed to gather 5 extra space bags, grabbing enemies from behind is always fun, sword rebound arnoud walls is not ( I didn't notice enemies having the same problems), holding shift to thrust is kinda weird, also swinging could be faster (but then again maybe my dexterity was too low to notice the difference). Stamina was running too fast, please add a new plant that slows down the hunger, or at least a timed buff after eating supplies, as two drumsticks weren't enough to comfortably survive the dungeon. 

For the most part this time I was eating just the basic plant, the fire resistant one I actually found after beating the dungeon boss, the exp after death was somewhere in between. *Maybe* linearisation of the tutorial needs some tweaking. Also I want to interact with the cooking mechanic more, so again - gimme more food! 

I can't wait to see another areas!

Hey, thanks for playing Moku again. The aesthetic stuff is definitely coming along down the line. Been doing a lot of plant research to figure out what I need to make assets for. And yeah, I've been thinking about reducing base stamina drain in general, cause needing to eat after every fight is kind of a pain.