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Stolen Haven's itch.io pageNames and Email Addresses of ALL Team Members
Eduard Beukes - edpbeukes@gmail.com (Developer)
Richard Ramsbottom - richard.ramsbottom.40@gmail.com (Artist)
Categories Your Team is Eligible For
Hobbyist, Best Art
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Comments
This was an interesting entry, with some nice looking assets.
I did feel the view was quite restrictive, and I could never really tell when I could afford to rest or not.
The resource gathering and differences between tiles were also not very clear, and after multiple playthroughs I am still somewhat unsure if there is a goal other than “keep running as long as you can”?
Also, not sure about the theme, as I am stealing someone’s home, rather than making something my own. I am always happy to see games about folk tales, though!
Good job on the entry, I hope to see more in future!
This is a cool concept. Enjoy resource-balancing games.
Interesting visuals! Feel like the various art styles clashed a bit. A restart button would have been cool.
I had to play a few times to figure out some aspects that aren't apparent and which therefore left me frustrated. For example I would die and I didn't know why and then I figured out that it was due to the overnight cost, which isn't listed until after you have moved, whereas I was planning based on the movement cost. I still don't know what the animal icons on the bottom left mean. I also experienced a few times where the resource cost out of nowhere was massive and out of proportion for what I could have gained by that point or could gain quickly in the next couple of moves without losing a life. (This even happened once on a first turn where I immediately needed 6 wood to move and additionally therefore couldn't see when Baba Yaga would be getting close.)
I like the idea that different terrain tiles affect resource gathering and expenditure and that Baba Yaga creeping up on you adds to the stress and decision as to whether or not you should move on or take a hit because of the resource gain on the tile.
This game feels more like a mechanic, though, than a game. (Although the basis for a good one.) It would have been great to have diverging paths on some tiles so you could pick based on what resources you'd prefer.
I really love the art (and font choice). The house, in particular, looks incredible and the movement of everything is so smooth.
Cool game! The visuals were definitely impressive. The gameplay took me some time to figure out the optimal resource management, and I like that you could see Baba Yaga creeping up on you, added a sense of urgency. I think you need to add a sort of score system or leaderboard or end goal so that you have a sense of progress. Other than that, well done on what you guys made in the time available!
I honestly love that we both ended up with some variation involving Baba Yaga as our interpretation of the theme and I absolutely *adore* the house! Seriously, that's some fantastic artwork!
I found it to be quite challenging and a neat concept! I've played couple of rounds now to try and outrun this ol' hag, but she's quite persistent.
Good entry and all the best with the jam!
Simple and fun numbers game! I think making it 2D would have been more suited though.
Cool idea and nice presentation.
The chasing from Baba Yaga adds an urgency to a resource management game that was quite interesting, though I had some trouble with it. Sometimes the requirements for moving was so high (e.g. every now and again there'd be a 7 wood requirement) that I'd have to just sit there and collect wood while Baba Yaga attacks me (and spend some turns collecting food and water, since those runs out too.
I would have liked some options, so that situations like that could have alternative strategies that didn't feel so futile. (Also, an indicator of when food and water was going to be subtracted? The level of light obviously played into that, but I was never quite sure when it would happen.)
There were animal symbols on each tile you can stand on, which I assume indicated something (maybe what kind of resources you could get a lot from there?), but I couldn't really figure it out.
All in all, a cool concept that feels like it needed a bit more leeway and direction. Maybe having more starting resources could give the player some more agency in what they want to focus on, rather on them immediately needing to be focused on what's needed for the next move.
This was interesting and something worth building on. I LOVE the art and the look of the game. I wish there was some music and sound effects, it would have been interesting to hear what your choices would be. Well done!
Really good looking game, the house model looks great, and the idea of managing the resources to move is a good concept... I hope you build on it, could be a variation on The Wandering Village. Otherwise well done and good luck with the Jam