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An interesting game. I liked that the garden could get over harvested and become unusable, and the cycle of repair and recharge and resource managing was intriguing.

I was a bit confused about what the purpose of killing the slimes were. I got it to where there were no slimes, but they just popped up again, and they seemed useful in general.

Also, the repairing of the lighthouse was a bit opaque. It wasn't immediately obvious to me that that was what I was trying to do, specifically because the lighthouse's functions seemed to be working fine, and repairing it seemed to do nothing. I only later figured out that you need to repair it three times for the bar to go up. Having some kind of visual indication of progress for each repair attempt would have helped a lot. 

I struggled to actually beat the game, until I eventually went for a strategy that I assume is not intended: just repairing the lighthouse every turn (save for one round of mining and feeding and the required recharging in between). Weirdly, getting the lighthouse bar full didn't end the game; I had to repair once (or maybe twice?) more before I won, which felt a bit counter-intuitive.

Overall, I liked the idea, but a bit more feedback and transparency would have helped elevate the game a bit.

Thanks for playing. I am surprised, of all who have played, you are one of the first who has managed to understand the mechanics to be able to pass the game. And yes, I had planned to make the repair process more understandable (which is 10 repairs) but I didn't have time to make a frame for each phase, so I only managed to make 4 that only make the changes visible every 3 repairs.