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Text adventures aren't really my thing, but I gave this one a try! Here are my thoughts.

In a game like this, the text is (obviously) very important, so it needs to be as readable as possible. Things like typos and run-on sentences aren't a big deal by themselves, but in a game entirely based around reading, every time the reader has to pause is a brief moment of annoyance that builds up. Even something as small as making sure each sentence has a period can help readers' understanding as text is flying by on the screen.

I greatly appreciated the ability to change the text delay, but thought the text should have been bigger. I zoomed in on my browser though, so this wasn't a big deal. 

I personally would have preferred more blank lines to be added, particularly when changing between dialogue and actions. It would greatly help with readability.


I appreciated the way the altars and respawning tie-in with the theme. I liked the idea of getting different blessings/weapons each life. However, I would have appreciated a counter or something letting me know how many altars are left. I also think regaining your items is bugged, as many times the game told me I found my body and grabbed my stuff, but my items never reappeared in my inventory.

The combat system is kind of...meh, to be honest. First of all, every enemy encountered (besides the prologue and the boss) are succubi. By the way, they are all referred to as "him." Is this an error?

There also isn't any challenge in the combat. After the first two combats I just lowered my text speed to 1 and spammed my strongest weapon. I'm not sure if my weapon choice mattered though, because it seemed like everything I had did 20-30 damage. Enemies increase in HP, but don't actually offer any more meaningful challenge. I dodge most of their attacks, so I just have to spam the combat button a few more times. Because of this mindless loop, the blessing system felt pointless.

My suggestion to improve combat would be to implement different enemies that are vulnerable to different types of attacks. Maybe even single enemies will take different stances in combat which require a different attack to counter?


The text of the prologue felt like it could be trimmed and cleaned up a bit, getting the player into the action sooner, but I'm not really a writer so I don't have any specific advice for this. Sorry!

My favorite part of the game was the introduction of Mahlah, because she offered something different, and was an interesting character herself! This was the only case in my playthrough where I actually had a choice that mattered. I appreciated her joining me in the game's ending.

Speaking of which, I'm assuming I reached the end of the game? Mahlah says she will help me home, but there is nothing else to indicate that the game is finished. 


Overall, you tell a neat, short story in your game! The fight system and the storytelling is a bit clunky, but it didn't stop me from enjoying it. If you continue to work on it, I would suggest fixing up the combat, and adding more interesting characters/events like Mahlah to encounter!

the plan is to extract the different parts of this game (so combat, Dialog system, the GUI, etc) polish them a bit and making a sort engine out of it. Then plugging this game into it as a test.

I don't think it would change much for the user (Except for combat and some quality of life additions) but it should give me a good base for next time as I quite enjoyed working on this type of game.

As for the "him" thing, I think you just got (un)lucky? I use the same  code for the player to get the pronoun and every enemy. I can also see that there is a clear call to Math.random to define the sex of the demon. So, not sure what happened. Will look further into it though :) Maybe that part is just biased to males for some reason.

I will keep the font size into account for the new GUI. Thanks, that is one I didn't think about but which is (in hind sight) pretty important :)