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(1 edit) (+1)

The style is great, the cover image looks especially good, I don't think it could have been better. The game as a whole, from a visual point of view, is done very well, there are no complaints here.

A small note on the controls design. It would be more intuitive if the hero assignment menu would also open when you double-click the left mouse button on the quest marker (on the map).

Matching the character's personality trait to the task is a bit of a guessing game of what the developer was thinking. I would recommend using classes or specializations in such cases. It's much easier to logically understand that children can be found by a ranger (hunter) than hot-tempered. And here it’s easier to think about which classes are responsible for what + it suits the style of adventurers, guilds and quest givers. So far, periodically you have to play by the scientific poke method. (but maybe its just my problems and classes would not do any better, than there is need to some additional system to clarify what character is good for what)

Tutorial, I would like to see it. The player immediately finds himself between a bunch of quests and running out of time. It was worth doing at least the first couple of quests with a huge time reserve, and letting the player study the mechanics in a more relaxed atmosphere.

As already mentioned in another comments, I would like to see a progression system with an ultimate goal.

Despite the above, great job, it's not easy to do such a visual style in 2 days with generally finished gameplay :)

Wow, many thanks for this massive feedback. It is very constructive and we appreciate it a lot! :)

First of all, we are happy to hear that you like the artstyle of our game. :)

Regarding the controls we agree, that they aren't really intuitive currently and we even plan to release an update with a lot of bugfixes and better controls as soon as it is possible according to the rules of the game jam. :)

Regarding the personality-traits we also agree that the game in it's current state does make a very bad job on explaining why a certain trait works out in a certain way. It feels very random currently. The main reason for this is that we only had something like 2 hours to make up some kind of story and it didn't work out very well :)
But you are right, we also should consider to change the traits to something else like specializations or classes, because the game would benefit a lot from having logical outcomes. :)

At least the game should  explain what exactly happens and why a trait does what it does and a tutorial might help here a lot :)
So we also agree on your next point about the tutorial :) We also will think about how to pace the game a little bit better in the beginning.

The point about the progression system is also very interesting. We are currently thinking about how to implement it, so maybe we will implement it later on, but we can't promise anything at this point in time :)

And thank you very much for appreciating what we achieved in 2 days :)
We would really love if you'd try the game again after some updates. Your feedback is very helpful. So many thanks for taking your time! <3