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RyanUlch

16
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1
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A member registered Apr 11, 2023

Creator of

Recent community posts

I am sorry to say that we do not have any plans on returning to this title. My teammate and I, are working on new projects together that will take into consideration a lot of the critique's of this game. Due to the fact that this story isn't really extensible into a larger game, we will be working on a new IP (not that this had much of one anyway).

Thank you very much!

Thank you :)

I'm sorry you found that frustrating. I appreciate you trying it even with the movement issues. I've also gotten feedback that the goal should be more clear, and I think that includes the interactions.

Not expecting you to play it again. But for anyone else so they know. When you get choices to influence someone's emotions, it usually changes where they will be, or how they act in the next time section. So really the goal is finding how you influence everyone, and (slight spoilers) figuring out how to get certain people to the bluffs in the night time section. I fully get how that should have been clearer 

Thank you for your feedback and for trying it out :)

Thank you :)

I really like the concept behind this. Granted, in a full game it would be great with some interactivity and choice involved. But the idea of a FMV-like game, with a system like Text-Adventures have, you wouldn't even need to add clickable areas, just a text input that lets users choose what to interact with in that scene. Overall it's a great demo for something bigger.

Love a good idle/clicker, and it fits with the theme really well. It might have just been for the jam so it was easy to get to a year, but in most clicker games, the cost of resources goes up exponentially so that there is some choice involved. In this, as soon as I was making more time than it costs for a specific resource, you can just spam the buy button.

Thanks for the kind reply. Although there are things we could go back and fix (like everyone comments, I agree the movement could be fixed). However this project was more of a demo for ourselves. Me and my teammate have decided to work on making a more robust TS game engine and building and releasing a game sometime in the future.

I'm sorry to hear that. We know that in the village level (the one you step out of the house into) is very big and we did not optimize the rendering of cells, so we did also experience some lagging there but had a better experience with the smaller, more contained levels.

I understand that being enough to make you stop, so I appreciate you taking the time to try it out!

Appreciate  the feedback!

You were prevented from walking on the grass only because I knew we didn't have time to go hide fun little things to find in the levels, so keeping it on rails I felt helped it to make sure people weren't wasting their time looking around at nothing. In a full type of game, we would have hid lots of fun things around with the time.

Thank you very much. I agree with everyone about the movement, just one of those "if we had more time" things. Appreciate you taking the time to play it.

I like the typing teacher type of feel. Like this would be a good teaching game, especially with settings like turning on and off the 24-hour clock. Maybe make it so that you have to submit a time to fire it off? It does feel like if you just get one hand in place, you could just spam the other hand without thinking about where it should go, but maybe if it got more hectic, that would be ok. Overall really nice concept and game.

Fair enough. I feel as though we were trying to tell the story through interacting with the environment, but did not have the time to add to the world like we would have wanted. For example, I would have loved if every building did have an interior and most objects had something to tell you, but we had to focus on the critical path, which does leave it feeling a bit flat; especially when there isn't a lot of changing environment between time periods. I can fully understand losing motivation to keep exploring when it feels like things aren't rewarding enough when you do find something new.

Thank you for taking the time to play and express your opinions. <3

As someone who loves deck builders, I would love a rogue-like rpg with this system. One of the best concepts I've played in this jam (to be fair, I think I'm only 1/4 done rating them all).

Thank you, we appreciate you taking the time to check it out. :)

Hmm, I am not able to replicate the issue. it is WASD or arrow keys to move once the loads in after the cutscene. You may have to click on the screen again to focus the game, it appears Itch.io might do something weird since it opens in a psuedo-new page. Just in case it is a bug on my side, are you using a qwerty keyboard, or a different style?