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(+1)

I think that balancing the stats would have helped with the gameplay, but I still think that choosing a quest to be fighting, gathering, etc. is very straightforward and lacks decision making. If you ever do update this, I think it would be good to be able to mix these elements together when making a single quest since that would better reflect how actual good quests are made, but maybe with some restrictions so that players don't spend forever trying to make the "perfect quest" for someone's traits.

I'm going to assume most of the time was put into the art and UI design since all of that is well made and put together. I like how you can naturally read the screen from left to right and get all of the information you need in the order that you need them, making it feel easy and natural to play/ consume information, a very important aspect to any game with heavy amounts of information. I also liked the sprites of the different characters, with the colors perfectly matching the atmosphere and not being overly saturated.

I don't know if you made it at all, but I think the background has a lot of cool details and is very well made.

Sorry for writing you an entire essay, you did a good job with the Jam!

Thank you for taking the time both play and write up your thoughts, you summed it up well where I definitely put most of my eggs in the art/UI basket which resulted in less time to balance the games numbers. I'll take your feedback regarding the quest complexity onboard if I choose to continue.