maybe something is wrong with my computer, but I can't seem to be able to play the game, did you take it down? otherwise it feels like it's just a concept and some mock up images? I wonder what some of the evil quests are about.
Aquma
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this is so bizarre and I love it. I had a little trouble connecting some of the bones. I like the different skin options and random accessories. If you continued with it at all, some kind of animation, or, movement or noise or wiggle or something when the human is done to give it a feeling of coming to life would be rewarding. Great job.
it was fun getting to organize all the tiles and I like how they changed over time. But I was having trouble connecting what all the resources in the top corner UI meant and how any of my choices effected any of that. still in the amount of time we had, I like the minimal but expressive graphic art direction. Great job!
this was cool. I think the aesthetic is really captivating, I like how raw the audio is, it gives the whole game a certain rhythm. I like the spacial audio of the monster, it feels like I'm really looking for this thing. I wasn't sure what to do with the monster when I found them. Then I felt lost in the maze and couldn't find orbs or the monster and it got lonely. I would hope the ending has a nice contrast to the visuals of the game as I feel that is a great opportunity to have a sort of release for the player after building all this tension. Great job!
it's an interesting concept! I never felt like I was looking for the thieves though since I was too worried about getting to the next check point in time. I think you could actually have less systems going on for the player to keep track of and play up the sense of suspense and surprise as you're looking for the thieves.
thanks. Yeah, I know there's not the higher level gameplay for more traditional RPG fans, but I wanted something more about the vibes and the dialogue/banter is supposed to be more of feature, the combat is secondary. I wanted to add special moves and healing, but alas, for 24 hours and a 2 person team (1 of whom for only a few hours), I wanted to prioritize something simple but polished vs rough and trying to go too deep.