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This is adorable and I loved the writing. For a jam game it might be a lot of dialogue, but for games in general it's nice to have time spent building up the characters and world through conversations. (Usually long dialogue bits can be annoying, but the spark of the writing and sense of humor kept me going.) So I say lean into it and keep fleshing that out! The puzzles were clever, but I was confused what gems activated which doors, etc. ... which made for a lot of guessing as I tried to get through. Maybe there could be some kind of more clear visual indicator of what switches connect with what, like a line on the floor or a rune or something. And as a general rule of thumb, there should always be something visual that changes with an action (besides just the switch lighting up) so players know if they do anything useful. The chronomancy thing is a neat ability and I could see it having lots of use in future combat, NPC interactions, and all kinds of fun things. Nice work, team!

Thanks for playing and for the feedback! Re, who did the writing, did some amazing job with it. One of my favorite bits is when you lose and pretend to be an OSHA inspector (since that was the other concept we thought about doing LOL)