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First of all, holy crap did you seriously make side and back art for all of those hair styles? That's amazing. That is above and beyond for a month long gamejam. I dug the vibe of the world, bringing light to the darkness by lighting torches around the land felt like a really cool mechanic. Your menu system was also very robust, there is a ton of work and polish that went into this game.

With all that said, some feedback:

- I'll be honest, I played for roughly fifteen minutes and never figured out how to make a dagger. I sort of just... wandered. I found a lot of really cool environs, but never felt like I made progress. I headbutted a boar for awhile until it killed me...

- I think what generally caused this is 1) just how large scale and open the world is. I could go in SO many directions at the start and maybe not all of them are the right direction. A little more guidance would have been very appreciated and 2) the menu system, while robust, was fairly overwhelming. I kind of panicked as soon as I opened it. Don't get me wrong, it's a great looking menu, but it's a lot to take in at once.

- But a small nitpick on the menu, you could open multiple menus at once and they'd overlap each other.

Ultimately I didn't make as much progress as I wanted to, but I really respect the sheer ambition and scale of this project. I think with some refinement in the onboarding portion of the game (I know, a weird task for a gamejam), this would be a game I could really sink my teeth into.

Hey, thanks for playing along. First of all, as much as I'd like to claim credit, no, the chibi characters aren't made by us, they're an asset we bought a long time ago.

The dagger is next to the house in a barrel. All the objects needed to progress in the game can be found hidden somewhere in the world. They have no RNG. But many of these objects can also be found on a second path with RNG. This may allow the player to get to other regions sooner.

I respect that you haven't made much progress as it's still hard to understand everything in the game and to be honest, if you don't have the dagger or axe at the beginning, you can't make that much progress as you can't collect materials to make health potions. I might want to include some hidden walls that the player can't cross if they haven't found the basic items in the starting area.

Most of you have pointed out that the UI is a bit overwhelming and I'm working on better gameflow, like quickswap and user interfaces that are easier to understand.

Thanks for your feedback, I really appreciate it.