Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

This was so good! It feels like a full game, which is so incredibly hard to accomplish in such a short time. The sound and music were great, the animations felt good, and the UI did it's job! I really liked the progression of difficulty, but thought maybe the timer was forgiving? By the end of level 4 I think you have a huge line of people and it felt like I was going through the motions of clearing a large queue of folks needing their curses without a lot of challenge. 

Having points given for time left to encourage speed might have been a nice little 'mini' objective while you played through. When I saw the question mark first come up, I thought it meant I had to guess which hex they wanted, and when it failed I was expecting them to go to the back of line where I try and remember what I had tried before and eliminate the possibilities that way. Might have been a neat mechanic if you could build in clues to the characters in some way.

Anyway, great game, 100% the most polished and finished looking one I've seen so far, you've done a great thing here in a short time! Cheers!

Hi! Thanks for the through review! 
Under what little playtesting we could do, we felt too that it was really forgiving, but we thought that as a proof of concept it could work like this. Some other players and reviewers mentioned mechanics we didn't even think about (like messing with the curses diary, lossing pages, allowing the player to select only a handful of curses to be shown in the diary, etc) but sadly they where a bit out of scope for our team at the time, :D!

A score would have really helped with additional objectives, for sure. At first we wanted to put in a system where the cursed villager would have a description of his problems instead of icons for each hex. There's quite a big space to the left of the hut where the description could have fit and it would have made the process of deciding the cure for them more challenging (and in my honest opinion, more engaging). Issues with how we handled text in our diary made clear that it was a bit difficult to read in most instances and we were missing the chance to use more assets from Kenney's packs... So we went ahead with visual clues instead of descriptions.

Really glad you all enjoyed the game and we appreciate all the feedback we've received, it's amazing <3!
Cheers!