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Nigh1

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A member registered May 25, 2023 · View creator page →

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I enjoyed the idea and its a nice way to spend a bit of time. The art and music is atmospheric, but once you figure out the pattern and become used to the quests, the game becomes super easy. It might be useful to add more encounters/quests and some additional challenges. I even forgot about the existence of the crystal ball, so needless to say it was a bit too easy. I am not sure what function the star system serves, so maybe having some sort of punishment for low ratings would work well. The writing is witty and enjoyable, so putting a bit more emphasis on it would help the game but don't "overwrite" either - people are lazy and don't like to read long chunks of text, but in this case, a bit more writing/descriptions (like a sentence) wouldn't hurt the game.  

I would say adding more purchasable items would be good too, to decorate or even provide functional benefits to the tavern and the barkeeper. It's mostly an idea, but being able to build relationships with certain races/groups/guilds I think would be pretty cool and give your game more depth. 

Hey there! I mostly fixed the botched-up UI I think (still needs a lot of work though) through the WebGL option for now. For now, I added some basic control descriptions too on the itch io page but I will probably incorporate a short tutorial in-game later on.  I really appreciate the feedback, though, thank you. 

Hey there! Thanks for the feedback, I think I mostly fixed the problem by opting for WebGL and doing a couple tweaks to resolution/screen size. The UI is still pretty barebones but the game should be more functional. 

So I don't know if it's a technical issue, a skill issue, or a bug but I can't move on from the first screen of the game (with the king going zzzzzz). I tried clicking, pressing buttons, and all that but for some reason, it's almost like the screen froze. The audio is playing though. 

- I really liked the concept of vacuum maneuvering for combat. The main problem is that that results in a lot of buttons for the player to become familiar with. A controller might offer greater flexibility and it's not as common nowadays for games to recommend that the game is played with a controller. With the keys, I found that I had to "search" for the button C/Ctrl a lot more so I would say for movement, try to stick to keys that are closer and more natural to the wasd. Maybe switching the mapping around (for example - change C/Ctrl to F) the buttons will make it a more fluid experience. Since that sort of maneuvering is one of the central aspects of the combat, focus on that first and then on all the misc functions that would be used less during combat. 

- The combat seemed a bit easy so far with the help of the teammates. I may have missed that, but are you planning on making the teammates expendable or central characters in the story? Depending on the answer to this question, the loss condition might have to be different. 

This is an interesting concept but figuring out the moveset/how everything works in relation to the goals of each level is a bit hard. Some kind of tutorial might help. Some dynamic identification of what you can do at a given location may help too - like highlighting. The relationship between the mechanics and the sprites is not super obvious too, which hinders the initial stage of figuring out the mechanics. 

This is a very fun game. I would say I have a few points I would like to cover, they aren't ordered and some may be a bit nit-picky. I will focus on what can be improved on but this is a great game.

- The start is a bit confusing - I know it will probably be a future thing to add but some sort of tutorial at the start would be useful. 

- I would say work on minimizing your word count for the descriptions of the power-ups. People are lazy, and excessive reading breaks up the flow of the game. Increase the number of keywords you use, and decrease overall text. Breaking the description text into bullet holes can do a lot for readability as well. 

- You can't seem to die? I would assume it's a wip thing. 

- The art fits the theme but I would say the power-ups can use a more explicit icon related to what it does. 

- I find it can be hard to keep track of all the power-ups and modifiers you acquire, especially considering there are several categories. Maybe consider down-sizing the number of categories available and working the same power-ups into the existing systems. This is a fast-paced but relatively simple (read: elegant) game where it will only get better if you can keep a narrow scope of focusing on the flow state that the player easily falls into once the actual gameplay begins.