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Super creative and I really appreciate the risk taking in pursuing a concept like this. A lot of times I didn't know what to do- especially with the battles. Buttons came up to choose where to attack in certain battles but in other battles they didn't (though this may have been scripted and these were gags? Not sure). Conveying this game's ideas through text was definitely the best avenue. A lot of grand ideas could be presented without them having to be portrayed visually which is definitely a good thing considering the scope of this jam. I really dug the humor, it added a lot to the experience.

All in all, it's definitely on the right path. Only problem is either its gameplay needs to be communicated more clearly... or that might just a me problem lol. Regardless, good job and good luck :)

Thanks for the detailed feedback! Seems like some people are getting tripped up by the more complex battles, for sure - there is always at least one button you can click, but sometimes it's very well-hidden. In hindsight, I probably should have tutorialized the fact that buttons can be hidden in the middle of large chunks of text a bit more.

Ohhhh. I had no idea, I'll try to come back in a bit to play again with this newfound knowledge lol.