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(+1)

You specifically asked for feedback on your game page, so I’ll be honest. If you are not up to some annoyed words you might want to skip it though. I streamed the game all the way to the final boss, but I simply did not have the patience to finish it.

  •  Mapping is okay, but rough. It can definitely be improved.
  • The eventing choreography was ok, with the one exception that I found annoying: the party preparation to talk (close followers > display > move into position) is way too slow. Speed that up.
  • The intro really does not need an admission of failure: any extra details can go on the webpage or the after-credits
  • Why does the menu keep popping up when I change scenes?
  • Main menu: if you have so many commands that you have to scroll through a horizontal menu, you might as well make it a vertical menu on the side and get rid of the scroll. You want your main commands to be clear, not hidden. The balloon style dialog doesn’t really fit with having the text appear in chunks and stops, it would probably be better all at once, or use a regular message box.
  • The dialog has WAY too many *descriptions*. If you want to use a descriptive mode, that can be fine, but I’d recommend scrapping the balloon style display and make it a regular textbox at the bottom. In any case, a lot of the descriptors were too on the nose and not needed. This is not meant to be novel. Alternatively, if you DO prefer that style, maybe a Visual Novel type of game would suit you best.
  • The combat feels tacked on and forced, on the vibe of “well, I GOTTA have some, right?”. The game could have easily been just talking, walking, gathering and crafting, and polishing that instead.
  • The whole popup for safety/random encounters is more of a nuisance than anything, if you really want something like that, make it a small icon or picture that just stays at the corner of the screen and out of the way.
  • The writing starts okay and some bits are fun, but it does fall too hard on the side of high school-y teenage stuff…which I’m sure has a public, it’s just not me XD

 Overall: if this is an early or first project: not a bad start! It just falls a bit flat with no strong point to boast of, and the game feels weak for it.

(Here’s the stream, your game start at the 1:47:56 mark)

(1 edit)

Thank you for taking the time to try it out!

 The menu popups were my attempt to isolate a small inventory issue, just before submission, and I forgot to remove them. The only menu call I intended was at the end. But you stopped playing before that. ;)

 I understand completely about the over use of *descriptors* and the (spelling it out) too much. Early feedback suggested that the scenes weren’t clear enough. So, I added a few details that unfortunately, made it a bit too clear!

 I have definitely learned from this.

 The combat, and balancing, was actually cut down quite a bit for time constraints. I had more I wanted to add, and actually ended up cutting a lot of that. So, I agree. It does feel tacked on as a consequence.