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(+1)

It's shaping up quite nicely since the production phase. The additional sound effects and background elements gives it more life. The upgrades from the farm section was a pleasant sneak peak at what you have planned next, and fleshed out the village more. 

At the moment, the player needs to start the next run in order to get the next set of requirements. This isn't a problem if you already know what the next requirement is. However, the first time player must resort to starting the next run and hope that they collect the right materials. I think what would help in gathering items for the villagers is for them to be able to give you their next set of needs after completing their current set without having to start another run. This may be a non-issue once you become strong enough to carry a lot more, but this may also be helpful  should you decide to add more types of materials in the future as it would prevent unnecessary extra runs.

The additional text from the Chieftain that explains being able to drop items after the first run will be helpful to first time players, and is a welcome addition. 

I did encounter the issue where the game would hang on attempting to load the biome. This occurred 3 times, giving a browser error of Uncaught RuntimeError: null function or function signature mismatch: 

1. the first time that the issue occurred was when I interacted with the door in order to start my second run into the forest after I had completed the first run and also had my first conversation with Anansi; 

2. the second time it occurred was after I had refreshed the page and interacted with the forest door when starting my "first" run after the tutorial. 

3. the third time was after I had talked to Anansi 3 times, and had gotten all the upgrades from the cook. 

There's also something that I'm not sure is intentional: the forest spiders and their attacks can pass through the trees, whereas the player and bats can't do so. It feels inconsistent that only the spider and its attacks can phase through the tree.

Overall, the extra polish gives a clearer picture on what you're intending to do with the game, and now it is a matter of creating and adding the remaining content. I look forward to seeing what the other biomes are and where the story goes. Keep up your efforts! 

(+1)

thanks so much for the feedback. I meant to remove the only one upgrade between runs limit. I initially added that in as an effort to prevent users from hoarding but I think that the limit gets the job done, so yes I plan to remove it.

My plan for the last sprint was to add as much as possible to tie in the story so I'm glad you enjoyed the additions.

I think the issues with loading the biomes is either coming from a threading issue or how godot handles making so many changes to the tilemap between the start up frames. I think I may have to change my strategy for map generation as I wanted the player to have the option to leave rooms without having to clear out all the enemies mainly so my husband and kids could enjoy the game without it being to punishing. I may have to change to more of a load a room at a time approach to improve the stability of the game.