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(+1)

Glad to hear you enjoyed it :)

Your suggestions are intriguing, but I'm not so much a fan of the simulationist style of roguelike. I prefer briefer and more concise design,  and I feel like we managed to strike just the right balance of simplicity and depth with WHOF. Percentage chances and unpredictability were not really what we were going for, and are quite outside our vision of the game.

That said, it's definitely possible that they could work, so I've uploaded the source code of the game if you'd like to tinker with it. I will warn you that it's jam code, and might be quite hard to decipher.

In any case, It's a beautiful game.

It's not so much that the game is in some way incomplete, more that it's such a solid base. You just managed to do everything right. Like for instance the trees. Why doesn't everyone do that? As long as it's so small, it won't get nearly as much praise as it deserves, and these features will not pass on to other games.

(+1)

Thanks for the kind words.

I appreciate the concerns about the ideas not getting passed on, but I'm still making stuff, and it seems like quite a few people have checked it out, so I wouldn't worry about it too much.