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(+2)

A particularly unique masterpiece in the making, I think. The gameplay is actually fun, the world and the characters are interesting, and the art so far has been high-quality (and I love the tie-in with the worldbuilding via colour!)

If I could offer one major criticism, it would be that there's a lot of things that are very click-heavy or fall off later in the game. Story-wise, I was trying to finish the Dryad quest, and it was just days upon days skipping through actions and repetitive dialogue trying to trigger events. I assume I progressed a bit differently through than you expected and that's why I had that long slog, but it happened either way.

And for the gameplay as well. Once you reach a certain point, scale is off. Purchasing from the merchants is cumbersome and it would be nice to see automatic stocking, or a one-click option to fill to max inventory for every item (if there was a multi-buy option I didn't see it).

The scenes too -- they just seem to play at the same speed all the time, every time, and it wasn't obvious to me the first time I got one that it would progress on its own regardless of interaction. I tend to move through stuff quickly, and so I clicked a few times, saw the scene didn't change, and exited it because I thought that was it. It was only later on I realized the scenes did progress. It's also a pain when playing through it multiple times. Arrows (maybe after first play) so that you can move back and forward through the scene would be nice.

Ditto for cellar/greenhouse -- a lot of clicking has to be done and can get a little annoying for something that doesn't actually have much payoff. An upgrade that lets you queue and automatically harvest stuff would be cool. Longer term, though, I think the mechanic is cool, but it needs something to differentiate it from the merchant. Eg. growing special teas from seeds only available from killing bosses, guests that require special drinks that you can only make yourself,  production upgrade to brew potions. Something to give it its own niche and keep it relevant.

Another minor suggestion: more information on scenes (gallery, maybe) and quests. For an in-progress game, it is often difficult to tell when you've finished the available content. See e.g. above the difficulty with the Dryad quest -- I originally assumed it was also unfinished content or bugged because it triggered so rarely.

The above sounds like a lot of issues, but I don't mean it that way. I only write these super long rants about games I loathe or love, and this one is definitely the latter. I genuinely enjoyed it, and I'm excited to see where it goes because there's a lot of potential for growth here. There are more suggestions I could add, but I assume a lot of them (and maybe some of the ones I've given) are already planned, e.g. fleshing out non-Lucy characters more.

Caveat: played 0.8, not 0.9.

(+1)

Thanks for the feedback. A lot of the things you bring up here will be resolved over development. The gameplay in there right now is representative of summer, which is the first 90 days, but will change with each season.

Buying food + alcohol, etc one at a time forever would be awful. But its fine at the start. With each season will be new merchants and new focus. I know you can only give feedback on what's in front of you, so it's all good - but there will be a lot of quality of life improvements added.

Things like a gallery or better scene control are good suggestions but probably some of the last things to get added. That'll show up when it comes to polishing what's in there, but I've got a lot of features + content to add first.