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Hi Mooglerampage,

I appreciate you taking the time to try out my game and share your thoughts. You gave me a lot of good food for thought. I'd like to say some of the issues that you have with combat are improved as the game progresses but that doesn't matter if the player never makes it there and I can see where the beginning especially has issues.  I could give more tools and units to the player from the start, but it sort of doesn't make sense with the story and negates some of the sense of progression I was aiming for. I will read over your comments more and think about where I can make improvements. Thanks again very much!

I have a potentially dumb idea that I'll toss out there anyway, because it would partially address my biggest criticism and completely address one of my other complaints: perhaps you can ask the player to select some kind of background/profession in a sort of "character generation" menu, prior to being whisked away from their old life.

This would grant them an ability matching that background, which they could immediately use in the tutorial battle. Since they are some kind of chosen one anyways, it wouldn't create any sort of narrative dissonance in my opinion. They're just... a natural leader.

I don't know if this suits other story elements that are already in place, so feel free to discard this if it doesn't.

Thanks again and good luck with your project! I plan to check back in with it once things are a bit less busy on my end.