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I  have played this game longer than probably any other non-puzzle game jam game. I like the game loop a lot, the crafting mysteries combined with the survival combined with the card game elements and the tick-based stuff has a lot of mechanic interplay and you did a good job (with caveats) balancing it. I think the big gameplay eureka moment for me was to not immediately collect some timed stuff. It's genuinely a lot of fun without being a boring crafting game, and where the stakes and progression feel pretty good. The story definitely has enough hooks where you want to see the end, and oh lord did I try.

I don't mind the card art, I think it works fine and you portray things pretty well on them. I think you would only need minor adjustments to the UI color theme to really sell it a bit better.

I encountered a few game breaking bugs. Playthrough 1 I tried to craft a second axe, and it broke the hunger timer and removed all my locations. Playthrough 2, (and I might just be bad at code review), I got all three titles (I'm pretty sure I just needed one) but was unable to pass the altar check, it just gave me the prompt that awards you food, even when any title is placed in any slot.

There were a few other gameplay oddities/cheese. One is that you can stall the timer of any card by placing it in your activity slot. Allowing you to juggle a timed card indefinitely. Items temporarily disappear from your activity slot when you collect from your bank and re-appear when you click something (I think someone mentioned this earlier). You can put almost any item in a second location spot (e.g. beach/forest) and deploy the mission successfully, even though most items don't affect the mission.

And then my personal list of grievances which you can ignore if you feel like lol. I don't mind the front of the game being as unforgiving as it is but it can telegraph that the game might be wayy more timing intensive than it is. I know earlier in my playthrough I didn't enjoy being time-locked by 'madness' whilst testing things against the altar. When rolling for endings with your signal fire, the 'empty sea' roll is a complete troll lol.

anyways great release, I enjoyed it a lot, clearly ( I will probably at some point go and get the second end).

Thanks for thorough comment!

The bugs are irritating, since I can't fix them during the voting process. I would really like to fix them though!

> Playthrough 1 I tried to craft a second axe, and it broke the hunger timer and removed all my locations.

How... did you... even do that? Did you put all locations into the crafting menu? What do you mean by "broke the hunger timer"? Did it just stop? Did it disappear?

>  Playthrough 2, (and I might just be bad at code review), I got all three titles (I'm pretty sure I just needed one) but was unable to pass the altar check, it just gave me the prompt that awards you food, even when any title is placed in any slot.

You're right, you only need one title. Kudos on discovering all three! Unfortunately, the occult stuff was done as last, so it is a bit lacking in my opinion. As for the altar check, that is a known bug. You have to do it in a certain item order, or i won't work.  I already fixed that bug - the fixed version is in the github link in the game.

> I don't mind the card art, I think it works fine and you portray things pretty well on them. I think you would only need minor adjustments to the UI color theme to really sell it a bit better.

Thanks! I think I am probably the only person who used vector art. I am not the best at designing UIs, it is harder than it looks.

> There were a few other gameplay oddities/cheese. One is that you can stall the timer of any card by placing it in your activity slot. Allowing you to juggle a timed card indefinitely. Items temporarily disappear from your activity slot when you collect from your bank and re-appear when you click something (I think someone mentioned this earlier). You can put almost any item in a second location spot (e.g. beach/forest) and deploy the mission successfully, even though most items don't affect the mission.

I am aware of the cheese. But on the other hand, the game is challenging enough. I should make the cards pop out from the crafting menu when it is invisible.

> And then my personal list of grievances which you can ignore if you feel like lol. I don't mind the front of the game being as unforgiving as it is but it can telegraph that the game might be wayy more timing intensive than it is. I know earlier in my playthrough I didn't enjoy being time-locked by 'madness' whilst testing things against the altar. When rolling for endings with your signal fire, the 'empty sea' roll is a complete troll lol.

I think the game becomes a bit less frustrating when you know how it works under the hood. The randomness is tamed a little bit - the items are being drawn from the deck, which guarantees that all the aoutcomes will eventually happen. I probably should include a ritual for summoning a ship though.

As for the madness - there is a herb that can cure it.

> anyways great release, I enjoyed it a lot, clearly ( I will probably at some point go and get the second end).

Thanks! When you do so, try the version in the github link.

How... did you... even do that? Did you put all locations into the crafting menu? What do you mean by "broke the hunger timer"? Did it just stop? Did it disappear?

oh the hunger timer hung at 0.1 seconds, and now that I try to remember, I possibly had some missions out but couldn't collect them anymore. I just know for sure it happened when I crafted a second axe. 

Thanks! I think I am probably the only person who used vector art. I am not the best at designing UIs, it is harder than it looks.

Ah thats probably why I like it, I used to be so into vector art and vector desktop backgrounds in my youth lol

I think the game becomes a bit less frustrating when you know how it works under the hood. The randomness is tamed a little bit - the items are being drawn from the deck, which guarantees that all the aoutcomes will eventually happen. I probably should include a ritual for summoning a ship though.

As for the madness - there is a herb that can cure it.

yeah I did end up looking at the code extensively to see the 1/3 roll

 and right I did end up using the herb, yeah youre probably valid on that point.