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This look gorgeous. As others have already mentioned, the interactions still need work.

In the starting hall there's at least one pillar that's missing a collider so I could walk just right into it...

I could find an item (a stick) but despite what the dialogue window said, using `F` to pick it up didn't work.

Eventually I ran into the issue that I couldn't leave the merchant screen.

When the merchant inventory appears, I would expect to be able to click on an item to select it...

I tried my gamepad, that worked much better, I could even leave the merchant inventory...

I haven't found out how I would equip any of the items, nor how to pickup shards.

The most dangeous parts of the world are the seams between the terrain chunks, it's easy to fall through the cracks between them, and it's strang to see through the bottom of the castle from below and it's floating in the air when looking from its sides.


One essential thing missing would be an option to go baclk to the main menu in order to leave the game without killing it from the outside.

At least it did run in Wine.

Oh, and one thing: the panel for the intro doesn't completely cover all of the main menu screen on my 16:10 screen...

Thank you for playing and reviewing. I really wish I could have implemented the ideas I had in a more complete manner. I had many ideas at the start but when I started implementing them, I realized the sheer size of the project I had envisioned. I finally settled for a lesser version that hinted at the ideas I had. Hopefully, with more development time and possibly more people working on it, I can get a more complete build out. 

Personally, I'm a controller player when it comes to RPGs. I guess that's where my bias came haha. I think I made more efforts to make the game more playable on controller. 

Thanks for letting me know about the screen issue. I'll look into why that's happening. 

Again, thanks a bunch for giving the game some time and leaving a review. 

If you added some config options, toggling up/down view directions would be nice, too... ;)