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OK, I didn’t know about Wariness. And yes, you can have a first enemy appearing on top of a platform above the character so it’s easy to walk under it and stay safe.

For the arrow, if I understood correctly, they just indicate neighboring areas/spawn points. For a new player, I think they look like hints for the next destination (like the GO!! arrow in beat’em up games), but you may make it clear by adding a small text “checkpoint” or “area exit” or a corresponding icon if a text is too long.

I don’t remember which vegetable I used on the enemy. Actually I just hold the X button in front of the enemy, so maybe it did nothing but as it disappeared just on the enemy’s sprite it gave me the impression I gave it? I should try avoid by Emitting when there is nothing around. In any case, it’s weird I’m losing the ingredient if it does nothing. I should probably keep it in my inventory if I didn’t consume it.

A time gauge may help yes. I would rather have faster animations, but apparently you’re saying slow animations are part of design because Agility would affect animation speed (including action animations, and not only motion).

I don’t think it is necessary for Emitting or other actions used in a “safe” context: since there are no enemies around, it doesn’t change the gameplay whether the action takes time or not, since nothing bad can happen during the animation.

By the way, I played your other game PITMAP. Just the tutorial, but I was quite impressed. I didn’t expect that kind of game, I think you like mixing genres not commonly together! (I played directly on your website using my Twitter account; the version doesn’t seem to react to my input (I use Firefox on Linux))

hi, again!

Thanks for the feedback.
I want to reflect them as much as possible.
And please understand that many specification changes are difficult.

The arrow marker that looks like a destination will be abolished and replaced with a pin marker.  (It also takes into account the pico8 capacity limit.)
Also, when the player arrives in the area for the first time, the player will be informed by scrolling that the NPC is in the back. It is a plan.
But these may not be the perfect solution either.

The disappeared vegetables may be a "door block flip" or "wind blowing" emit skill.
I want to add GFX to all skills, and I need a description to show what happened. (I posted a temporary skill list on the jam page.)

The concept of time will come out clearly in the next version upgrade. HP decreases gradually in areas other than the large trees, and a certain waiting time is required to eat again with NPC.
At this time, the animation speed has a small effect. Especially when the number of times increases.



You Unearthed another my game!
Thank you!
That's like playing most of the game with a tutorial alone. Congrats!

I wasn't prepared enough to run the game on the itch. (Cross-site scripting makes it difficult.)