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The hand-drawn style is very cool, great watercolor portraits. Though I also find the child-playroom dreamworld style very unnerving, so, kudos if that’s what you were going for…

Great audio work.

It’s hard to navigate without getting lost. I can keep some reference if I look at the map at the very beginning but I tend to lose all sense of where I am before long, especially with the ice and the other-world transitions. (Also, I once ‘woke up’ on a water tile and was unable to move.)

I’m impressed with you getting a turn-based tactical grid combat system into a week-long jam. I thought the combat was impossible, clowns were just warping into me in one turn and annihilating my party, but then I saw your youtube gameplay clip and felt that my original party composition was just completely worthless for battle. Taunt wasn’t helpful as I’d still take enough damage to die. I don’t know how I’d do it without Lion/Witch for the stuns and move speed. (And even then my party got wiped very fast after managing to navigate down some stairs, so that’s as far as I got.)

All in all fairly sophisticated, but could definitely use some balance/difficulty adjustment, and some way to keep a sense of where I am on the map.

Thanks for playing extensively and the extensive feedback, all your criticism is super fair.

Displaying coordinates in addition to the direction would not have been unfair, if we work further on the game one character will likely do just that.

Thanks for your comment about the grid combat system. I had never done anything like that and thought it would be quite a challenge so I'm very happy someone mentions it. I made three compromises from the start to make it over the timespan in addition to everything else : no extra mouse support, enemies warping instead of looking for a path and the player never having to select a target. Even if enemies warping is obviously more confusing than if they didn't I'm happy with the result and think these were more or less the right choices for my skill level, if I had to recommend a way it would probably be something like that depending on how comfortable you are with pathfinding and all the bugs it could lead to.

Regarding balance I thought people would either explore or get lost a bit and would ultimately get levels from wolves (even teammate working on the art did ;) ). At least you're never totally stuck I guess. Yet xp could definitely be gained a bit differently so the game is easier on replays and some encounters from the beginning and the first floor of the dungeon especially could still be a bit easier either way. The encounters from the first floor after you enter the dungeon can definitely be close to impossible if you're rushing there. There's also some small randomised adjustement factor to an encounter leading to possibly more enemies, clearly if we're talking about the starting, outdoor, floor there are some very winnable configurations and some much harder ones.

By the way the audio work is the one thing we did not do ourselves and used third party assets instead in case you'd be interested in the assets, the links are on the game page.

Thanks again.

That all makes sense! Pathfinding is not a challenge I’ve ever tried to tackle yet myself.

I confess I had no idea I could level up from wolves. I settled on fleeing, thinking it was just a dice roll to overcome the danger one way or the other. I might’ve figured it out if I playtested longer, so I’ll give you that one. I was more concerned with trying to rush ahead in order to conserve food/potions.

Don't worry, successfully fleeing from wolves gives you xp while trying to fight them is almost suicide, and advancing to try to get potions and food is the right way to go, sure by playing longer your characters would have naturally got strong enough to deal with encounters but you did absolutely nothing wrong.