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I think there is a risk reward for trial and error gameplay. I think you succeeded to some extent, but if the player has too many errors in a row they are bound to give up.

Ye definitely. I will need to really think about how to make it more intuitive, so the trials would succeed more than lead to errors.

if you made the elemental items you pass on your journey more memorable, I might be more inclined to return to them when I realize I have an elemental power.  The fire could be boosted up a bit maybe

Alright, thanks for the suggestion. In the current iteration I wanted to make them as small as possible so they wouldn't clutter the screen when there are a lot of them, but there definitely should be a way to make them more memorable without being too distracting/problematic. I will look into that