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Thanks for playing. I don't have any idea how I could make those conversations shorter to put the player right into action. I thought just having skip option would be enough, and 2 tutorials inbetween cutscenes would give break to the whole reading.

I am glad to hear people are happy with the audio, and music choice so far.

I encountered a vertical water corridor that wasn't connected to any other room up or down

I can only guess which room that was, because I made multiple rooms with vertical water, but there should be no "dead ends" on that template. As in that room should have an entrance, and exit. Now if the water was necessary to get to it is a different conversation.

 Ihmo resort management needs more streamlining.

After you unlock the bathroom, the game loop should go like this:

  • come back from the dungeon
  • unlock seals if you got any seal points
  • change seals if you want
  • spend gold/put gold in treasury
  • go back to the dungeon

I don't know how you would like it to be more streamlined. Are you suggesting it should take more in-game days to unlock those hub locations?

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I don't know how you would like it to be more streamlined. Are you suggesting it should take more in-game days to unlock those hub locations?

I thought of that(and I agree that demo pacing and real game pacing can differ), but the problem is deeper than that. When I open the office its a nightmare (as a new player) because there are fifteen location, aka a ton of buttons. Same thing for the seal menu. Both give me this sensation:


This sensation ihmo is the big problem with your game. I suggest you to check a game from akabur, there too there is a lot of stuff, but it's not intimidating. 

Well, the addition of the office was supposed to fix that i.e. moved all the location buttons to one place, so that the bottom bar can be less overwhelming. The only thing I can think of to improve it is hiding more buttons by making players scroll down, but then I risk them just missing them. 

No clue how the sealing chamber can be made so less information is displayed. Which akabur game should I check out?

By the way, I thought that photo was cool, but I get what you mean.

The photo was a classic way to imply "confusion by data overload".

The problem is not to have less info, but making it visual, "gamy".  FUN. The clarity you have now is very good, but its an excel spreadsheet. You need to make the spreadsheet fun. The seals could have different shapes/ colors; the office and locations could be a "real" place in the world via map, and every location has an actual building icon that you can memorize by shape and placement in the world map. Akabur games are simpler(in a broad sense they are just an excel spreadsheet game/ vn) and are structured like that. About akabur, I won't get into that because fans can kill (I personally like princess trainer and four elements, because I like the characters). There is an H game general on vg you can ask for more info.

To conclude, I'm a function over beauty guy myself, but we need to accept that games mostly sells for art/presentation. Ihmo if you work on the art side of your project in a few months you could open a patreon and chill.

(+1)

Yeah, my plan was to eventually get someone to make UI for me, because that's really something I am not good at. Trust me, I would love to have many different icons, and flare.

There is an H game general on vg you can ask for more info.

I had no idea. I will need to take a look. Thank you