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I overall enjoyed the soundtrack. Having song variants for the day / night cycle was a really nice touch. Though I thought the forest's day music kind of grating. It looped too quickly which made it sound repetitive. Also nice sound design on smaller things like chopping wood and mining.

 Graphics are soulful but the mixels with the fonts and other ui elements were kinda ugly.

I thought the map design was pretty good. I like how you used upgrades to unlock new / paths. Very natural feeling progression. I personally found navigation fairly simple but an in-game map that reveals itself as you explore would be a nice to have when you have to backtrack.

Shop items should have some sort of description somewhere. I got the zanzibart ring but I don't really know what it ended up doing. Increase the roll time?

The game would benefit from some sort of save system for its length.

Dark blorb "secret" boss and ending was pretty kino but I think I might have discovered it too early? There was still a bit of the map that I hadn't explored yet. Things like finding a book for the witch and the brewing system I never ended up interacting with. When you get the end card after that fight the only way to exit is to close the game so if there's stuff you haven't done yet you're out of luck once you reach that point.

I really enjoyed this one. I like how the gameplay organically changes and becomes more NES zeldalike once you get the sword. Makes the journey more satisfying. Good job.

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Thanks for playing! Maybe I should add a more clear "this is the point of no return" before the final boss, if I can't figure out a way to make the credits lead back into the game. I agree saving would be very nice, but I dreaded adding it because of the complexity / fucked up way I developed the game (originally, it was a game where you were on a 10x10 grid and would press a button to find a mushroom, and it morphed into this zelda-like thing) Excuses, I know.


Also you did find dark blorb at the right time, the portal unlocks once you have 30 mushrooms--but that goal is probably too easy, huh. I was trying to balance making it easy to get to the goal for demo day with making the player explore most of the world. Frankly, I was worried about people getting filtered by the dark forest and quitting before seeing the ending, but maybe I could raise the goal a little bit.


The shop is very much a vestigial thing--previously, you bought the axe and pickaxe, and you sold mushrooms instead of putting them in the museum. My current VISION is for the shop to have cool items you can buy for gold, like hats and different colors for blorb, but I didn't get around to it.