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Aethyrea

12
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1
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A member registered Jun 15, 2020 · View creator page →

Creator of

Recent community posts

Yeah seems like we're hearing about all sorts of issues in the WebGL build... Unfortunate that we can't fix them now, but the game should run properly with the Windows version if you're still interested in trying it!

Thanks! Glad you enjoyed! Ideally we would have been able to polish the game a bit more and have better visual clarity. Just ran short on time :(

Thanks! I managed to put that together near the last bit before succumbing to exhaustion :P

Was a bit annoying cuz we basically had to hack together a modified version of the main game logic cuz there was a lot of interacting parts. But a good intro is always important if the mechanics aren't inherently obvious

Neat little concept that harkens to games like "Papers Please". A little too long for the amount of content so gets repetitive quite quickly (Maybe 500 is enough). Fav thing about it is the sound design choice. Very simple but discordant notes that make things seem tense even with very little else happening at any given moment.

Thanks for playing, and glad you enjoyed it!

Simple, replayable, fast-paced, creative, and with a beautifully presented minimal ui.

Simply fantastic

Unfortunately the game is nigh unplayable. Some of the text scrolls off the bottom of the screen and can't be read. And the buttons overlap and hide a lot of the text.

Oh, we didn't get the time to put as much into the tutorial as we would have liked, but rerolling dice will remove any socketed dice being used for purchases. You need to roll both dice for the purchase in one go!

Very great game with fantastic presentation. One thing that was incredibly confusing though was the green -2 on getting the health orbs. The "-" implied that it was a negative, and I was actively trying to avoid those orbs for quite a while until I realized what exactly they were. Really should have been a "+2"

Very neat puzzle game concept. My only gripe was that it was very difficult to decipher how far 1 space was at times since the tiles are seamless. But the concept is very solid

Yeah, this was a good experience. I definitely didn't have the correct priorities going in. First time actually participating in a game jam, and gotta say, it felt very different from what I was expecting. I've done a lot of hackathons back when I was in college, and kinda expected it to feel the same. 

But I've learned that the actual polish and user experience holds way more importance, whereas in hackathons, a working proof of concept is the number one priority, and I approached it the wrong way.

Yeah, I ended up spending too much time getting the mechanics down, didn't have enough left to make the UX better.  Ideally the next thing I'd have done was a scripted tutorial section that goes through all the cards. Thanks for playing though!