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Yeah, well, it really isn't an actual finished prototype, it's mostly very early in-dev builds, with a ton of really crucial stuff missing or not polished at all... That's why I decided to pull it from Demo Days because while most of the complaints are valid, they are about stuff that will be added or improved later on.

Thanks for sharing your thoughts anyway, but I'll come back once the game can actually use general criticism, as for now it really does suck, but it really isn't even close to being finished.

(+1)

Understandable, hope you don't get disheartened, I'm just writing these things down in the doc as I run the submission then slightly update them before posting, so it can come out harsher than it is.

I still think making a smaller world, putting some restrictions on random generation, increasing the variables (like dungeons having more than what, 3 types of rooms) and figuring how to make it work is key for now. 

Keep it up

I see, thanks for caring!

Unfortunately, content is the last thing that's gonna be added (right after balancing, polishing and finalizing the mechanics), so the game will keep feeling barebones for a good while. But rest assured I know too well the trappings of large empty open worlds, doubly so if they're procgen. So I'll be sure to fill it with interesting stuff all around.

Consider also that I'll be adding fast-travelling (at a cost), mounts, and all sorts of magic things to help with travel.