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(+1)

Notes from gameplay:

- Music feels very peaceful

- Keeper's keep (continue) is slightly confusing as a splash image, is it meant to be clickable?

- Ah, I see that it rotates into focus

- Can enter a range of symbols/numbers/etc instead of just words for name, could introduce errors if that name is used elsewhere

- Aww Steve is cute

- Should time be running while I'm in dialog?

- Would be nice to have an error popup/sound/some notification if there's not enough money to buy land

- Started placing tombstones. Getting error sound when attempting to place another tombstone, but I seem to have enough money

- music stopped?

- Padding on left side of dialog would be more visually appealing

- bigger buildings seem to have flickering animation when being built

- fountain takes up an odd footprint with the round shape

- Seem to keep hitting an upper limit for headstones I can place, unsure what they are dependent on. Can we only have a certain number of each type?

- Amounts next to icons are wrapping to 2nd line after certain amounts are reached

- What do the different icons represent? Gates = ? Ghosts = number of ghosts? RIP = number of tombstones?

- zooming out makes art flicker

- nice tile mapping, can't see any obvious bugs with placement overlapping

- Unclear on the difference between ghosts with hats and those without

- Looks like I blocked ghosts from entering the cemetary - can ghosts not go through walls? Tried deleting building that was there, but there is still a big group of ghosts in a line at the gate

- Is there a way to rotate the direction roads are placed in?

- I like the little story and Shakespeare clues. How do I find more notes?

- Looks like the ghost icon amount doesn't go over 100?

- Land buy icons are sometimes hidden beneath trees, I like how they rotate to face me

- Coin gain seems set very high

- Nice images in UI menu and well-written descriptions

- Shifting to land after being on build will place items when clicking on the ground

Overall, I think this is a great concept! I had a lot of fun placing objects and designing my graveyard. If you did continue this, it could be a cozy tycoon game with some interesting and emotional story about loss and grief. The art was clean and cute and the text was well-written. Nice work!

(+1)

Thank you for taking the time to play through the game thoroughly! We don't have testers so many bugs can go unnoticed when the scope is too large for the deadline. It means a lot!

The time running through dialogue was left as is because most of the time-related features were not added.

I forgot to add feedback for certain actions like buying land.

Tombstones and other buildings have build limits, which increase each time you buy land by its base build limit: from 3 to 6 to 9, and so on. I added this to the tooltip, but it's not really noticeable. You have to zoom in and hover over it to show the detailed info, which I just noticed doesn't update on the already placed ones.

Thank you for the UI advice. I'm not too skilled at UI/UX yet, so it's a learning process for me.

The gate icon represents the entry fee, the ghost icon is the ghost count, and RIP is the worker count. It seems I didn't add tooltips to those.

Workers (hat-wearing ghosts) were going to operate attractions like the mausoleum. The ghosts have wants and would move to the desired location once it's running with enough workers, but I ran out of time for detailed AI due to learning UI.

I stopped working on the road near the end so the models are rotated incorrectly. The AI follow-road script caused heavy lag with the A* implementation I made, so it was removed and scrapped due to time constraints.

Ghosts currently have a bug that stops their count at 100.

Again, thank you for the detailed review. You pointed out a lot, which is much appreciated!