Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Thank you for your extremely detailed review!

Easy mode just adds Juha as an extra party member.

I tried to hint that Minerva is the mayor's daughter (both by the two-letter differences in names and by phrases they have in common), which would have been clear by day 5 when she joins your party.

You did understand that by eating ice cream for dinner every night you forwent any stat increases as indicated in the menu on the table next to Minerva, right? That might have left you eating dust by the time the difficulty spiked. Healthy eating is also a moral in this game!

By forgoing the tour (which I should have made more clear), you probably missed the well next to the station as the source of water with which to refill. There should also have been in-battle refills available in the warehouse (she is Kaj's sister as indicated in the tour you missed) for sale, if you had money.

I found it surprisingly difficult for my part to micromanage the difficulty curve. That definitely still needs work.

Kaj's invocation at the corn warehouse simply turns random encounters on and off, and there is no point to having them off until day 6 when an item necessary for progression becomes available.

Spåra's (and Jani's) entrance in person was originally intended as an Autorun event which I could not get to work properly.

I would have loved to have cosmetic changes on the house exteriors to highlight the presence of a fire, but I could not figure out how that is done.

Cabbage rolls with meat and lingonberry sauce helped me out of depression once!

I see, because I ate poorly I was too weak to fight Nero! I put the blame on Minerva for letting me eat ice cream every single night for supper. I had no clue that the item next to Minerva was interactive. 

To show an item is something that should be checked out/interacted with, you could put an animated graphic over it like the little shine graphic that comes with RPG Maker (gotta use "stepping animation on" to make it 'sparkle'). This visually tells a player that this item in question can be used.

What difficulties did you have trying to get auto-run events to work? The premise of them is fairly straight forward luckily - set the event to auto-run (you can make them run under certain conditions by setting a switch, variable, etc on the upper left of the event menu), and whatever event you program into it will automatically go when the player enters the map. To prevent it from running more than once, at the very end of the event make it set its Self Switch to A or something, then add a new event page with Self Switch A selected in the upper left under event conditions.

I might have gotten discouraged by my initial attempts to implement switch-dependent Autoruns, though I cannot at the moment say why. Autoruns are implemented in this game, running automatically upon entering an area. Actually, now that I think of it, there were two of them on day 3, which were the robber upon retrieving the constable's letter and the girl hiding from the fire. I will have to look into that again to see if some of the wisdom I have acquired since then will kick in.

I will also have to look into stepping animations, though I currently do not know what those are.

I forgot to mention that it is possible to circumvent the first fire in the warehouse if you evacuate Jani by talking to him again. He faces a different direction after you talk to him the first time, which was my hint that it may be worth talking to him again. Evacuating residents proves beneficial in a side quest or two.

You mentioned in passing street addresses. I am not sure if you were serious about that or not, but I think I could polish it by giving street addresses to houses, if very basic ones.

I did not think to initiate a devlog for this, but maybe I should, with so many things to improve in a project with such potential!