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feels like you can accidentally do a bit of a sequence break if you manage to get hscenes with her before doing the fractured convos, which feels a little jank.

lucy also feels a little too cheery at the very start of the game, imo... but that's likely because of that sequence breaking. if you had to see the fractured stuff first it'd definitely make more sense.

would really love if the MC growing up here is used more, and if we can at least find some more permanent locations/"landmarks" around the inn. great opportunity to pad out MC/lucy's relationship and help it develop more naturally imo, also gives more natural characterization opportunities which is always in short supply in sandbox style games.

love the setup so far tho. odd question, do you have a roadmap you're willing to share? even making it super vague is ok. I do have an idea to help refine the intro a bit more, make a few things between the MC and lucy more natural/logical, but it's not a priority imo, unless you feel stumped at that.

this was playing on the first alpha tho, so i haven't seen stuff from the update, cracking it open now :), kinda hyped about world events.

maybe i'll find time to make a mod (lol, probably not) to change up the shopkeeps to more Against the Storm's style, where shops aren't by fixed categories but by specific merchant, and some merchants sell a full set of one category while others sell a variety. That would be convenient for adding a larger set of merchant characters to interact with (scope creep has entered the chat)

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notably, i play stuff like FTL, xcom, etc so a bit of resource management is not a huge deal, but the variance can be rough for people starting out, and it'll definitely cause some nerves if a relative noob accidentally picks a bad intro build. i also won't be starting a new game quite yet so if the early game has been modified, it won't be reflected here yet.

when lucy makes her comments at nighttime, should maybe have an option for her to not bring up the same thing again, or maybe have the threshold increase every time she mentions it? dunno. it gets repetitive and somewhat breaks immersion.

Hey, thanks for the feedback. A lot of what you are saying makes perfect sense. Keep in mind, it's the alpha, lots of things left to add - and plenty of what's already there needs to be polished. 

There will be more NPCs, more events, more equipment, more spells, more skills, etc etc etc.

The build currently has most of summer, the following seasons are coming. I'll have new gameplay in each season, and more ways to change the inn once you've restored it.

The frequency of night dialog is absolutely going to be tweaked and there's already a few fixes in the next build for sequence breaking. 

As for bad builds etc - there really isn't a fail state in the game right now, and it's far from being fully balanced, I would simply say not to stress about it too much. It's pretty hard to end up in a spot where you ruin your file since the play is essentially endless.

np.

For reference, "restored" is level 6? Haven't quite gotten there yet, took it slow so i'm in fall but still lvl 5. Customization post-lvl 6 sounds exciting.

Good to hear fixes are being implemented, and thanks for the overview.

I'm well aware there's no actual "bad build" beyond like the first two weeks, i'm not particularly stressed but i saw some posts on another thread where players were grappling with it early on.

It's already been mentioned by others, but i can't wait for lucy to get more outfits as well, tho i understand that's very art asset intensive.

Yeah restored would be level 6. Right now it's sort of the last thing you do, but it's intended to be the jumping off point for further content. 

Thanks again for the feedback, I really appreciate it.