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Not putting up an image for the game was a mistake. It's also a whole lot of things in your face all at once and none of them matter until you get to the research tab - that's a bad thing. Early stages of potion making are seemingly useless throwing away of money. Explores should not cost as much as travel. There should be one free explore. Needs some kind of feedback that you explored and found nothing. Needs some kind of confirmation that there is nothing else to find here.

I see real potential in this game. Don't give up. The first try is always bad.

(3 edits)

Thanks for the feedback. This actually isn't my first entry into the genre, but I will admit I focused more on the narrative side - exploring was originally always free, but I was worried that would make the game too timewally.


I will, however, say that all potions are programmed to always make a profit, even if the RNG is at its worst. Fully agreed on the lack of confirmation exploration doesn't reveal anything - the original intent was to challenge players to determining the pattern of where the books are placed, but that doesn't seem to have come across well in-game.


The current plan on my end is to make a version with less writing/narrative, but more items/puzzles to find and a better balancing curve.