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I cannot tell you how much I loved this demo. I'm not sure how I didn't find out about it sooner, but you guys have made something incredible and uniquely special. It almost makes me sick to my stomach to realize it's just a demo, and that I have no idea when I can expect a full release.

Played with my wife, via Steam Remote Play Together, using two Nintendo Switch Pro controllers mapped to a standard Xbox layout via Steam. Worked almost flawlessly. Beat it on normal, wiped on hard maybe like 7 minutes in.

Art, sound, controls, mechanics, are all almost a perfect 10/10 right now. The combat is responsive and smooth, the enemy telegraph's are effective and fun to master, boss fight was really fun, well designed and appropriately challenging.  Gathering and clearing grass for coins combined my favorite elements of Zelda and Overcooked.  Upgrading the cart was interesting, and I can't wait to find out how you'll flush it out.  The player characters are ADORABLE and badass.  Just pure joy. I can't remember the last time I had this much fun with a game right off the bat.

- Would love to have more path choices, with different risks and rewards. 

- The basic combat feels really good, but I would love a power move, like a big circle swing for clearing grass. Maybe upgrades for characters too.

- when I first arrived at the shops, I felt joy at the sense of 'ohh what should we focus on? What are we struggling with?', but the next shops all sort of seemed the same-y. I'm not sure how to articulate it. The upgrades at that point were less interesting, and seemed almost just 'buy anything you can'. I'm sure you'll flush it out more 😉

That's all I can think of for now! Please feel free to ask me directed questions to solicit more feedback. I've been a unity dev for nearly 8 years now, so I know how important it is, and I want to do whatever I can to help you guys out.

Please keep posting updates! Stay motivated!

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Hey pixeldinosaur,

thanks for your heartwarming feedback.

It is always very motivating to read such comments. 
You have very well recognized the weaknesses of the current design :)

A small view into a hopefully happy future:

The upgrading will move out of the forest and into a safe camp. We are aware that the upgrade does not have enough depth at the moment. Therefore we have planned completely new upgrades. These will bring completely new mechanics into the game. For example a companion that helps with collecting or fighting or a small turret at the top of the wagon.
Furthermore the cats will get different weapons to allow different play styles. The weapons should also offer three attack patterns. "fast hit", "strong hit", "combo (3 hits in a row or something)".

At each crossroads the group can decide which way they want to go, but also a "modifier" will be chosen, which will increase the difficulty from then on. For example: "The night is twice as long", "From now on enemy X can spawn". We are not yet sure if we also want a positive modifier. Like "the night is twice as long, but you do 20% more damage". Thats something we have to test.
The forest will also be provided with shrines, which give direct improvements. "More damage", "Run faster", "Throw more".

But to keep the game from becoming too much of a brawler, the coop mechanics should be in focus too. That's why there should be more events on the way, which have to be solved as a group. "Repair a bridge", "Fill mud holes", "Carry the log away". And the very best. "You can catch resources from others" ^^

Last but not least, we want to give players optional mini quest they can complete to get rewards. "Cut X gras to get double gold for the next passage" (That would be a really unbalanced reward ^^)

We still have some ideas on our board :)

I would really like to invite you to join our discord.wildwoodsgame.com. There we are very active and we will be happy to discuss any feedback that comes up.

To make sure that all this is not just a dream we are currently looking for a publisher because we want to work on Wild Woods full-time.