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Hello Hawkbyte.
First of all, thank y ou for your review. I can assure you that all your comments are taken into consideration and will be "remembered" in my future games. (Learning all the time :-)  )

Just a quick remark regarding the guess the verb problem dig/break ground. I ran through the game and although you're right that >dig ground doesn't work. >dig ground with axe will work nicely.

"Also, many puzzles don’t make sense for the character, who logically ought to leave well alone instead of inviting danger."
Quite sensible. "leave sleeping dogs lie" or "Don't stick  your nose where is don't belong." But if you had tried to leave the garden at any time during playing, you would have found that you couldn't open the garden gate. So no matter how much you wanted to get the H*** out of there, you'd have to kill the monsters first.

Like I said earlier, this is not an attempt to redeem myself but merely an explanation as to why the game works as it does.
Once again, thanks for your review which is very much appreciated and thanks for playing my game.

Best regards

P/o Prune

I did try leaving and I agree that locking the gate after the PC is a good design choice. But it doesn’t follow that the PC has a good reason to kill all the monsters. Sure, for their safety, they have to kill those that are free to roam, but some are safely stored and require quite a bit of work to summon.

(+1)

I could have made it clearer I guess. But in the end, when the player walks out into the sunlight.  I mention that the old man and the gardener is waving goodbye before they fade away. Thus indicating that the PC has released the curse and made them rest in peace.