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(+1)

The intro cutscene is not very good. The font is too small and it's hard to tell who's who and what's happening. I'd think it's a placeholder, but all the pictures added to it indicate otherwise. 

The indoors starting area is hideous, disorienting and labyrinthine. If your game redeems itself through its exclusive systems, you should start by drawing attention away from the presentation and introducing them to the player ASAP, which is the opposite of what it is doing now in getting you to walk through the town. 

The tutorial goals are way too minute and boring. By the time I was told to use the bottles but got them on the carrots and that apparently got me stuck I just quit because there was no novel hook to the game at all, but plenty of red flags in the artstyle, presentation and writing. As a Rune Factory and Elona enjoyer I am very much the target audience for what you want this to be (RF but more systems) and yet I would refund it if I bought it and went through these initial moments. 

I'm not sure how to fix this, but maybe either go the RF route of having a likable character tell you things through dialogue instead of a soulless Windows application help box. Ideally with systems-dense sorts of games you'd just let the player figure out what to do on their own, but here you run the risk of the player roaming about and not liking how the game looks.

A visual overhaul is planned, but we want to add at least 3 more big features before that.

The potions you need for the tutorial can be purchased in the shop, maybe we should add an extra tutorial step in case the player uses them early, tutorial steps can be skipped too, so you never actually get stuck.

Thanks for the feedback