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(+2)

Nice prototype!

I like the concept at the very start that you are tethered to Altars and need have limited time/power to act before getting tethered back. It could lead to some nice puzzle gameplay.

First, bugs:

- When a follower grabs an item in the top right, they try to bring it to the isolated altar despite not having a path to reach it.

- If you click with the mouse you can replace tiles with grass/cobblestone. You can replace walls and spiritwalls this way.

Now, suggestions:

- Procedural world exploration like in Build The Sun by punkcake

- Find an interactable spot to start an Altar, bring resources to it to upgrade it, making you hold more essence when recharged by this Altar.

- As the Altar grows, other stations spawn that you can upgrade for benefits like a longer tether for this Altar, creating Fertility Idols or other vanity items, or spawning new followers

- Shrines, handmade puzzles that you can discover, with a gate at the start that resets your Essence to the appropriate amount for the puzzle

- The time-based Essence decay could be reworked into a Trail system: threading new ground costs Essence and leaves a trail, moving back along the trail does no cost Essence

- Some enemies could attack you to reduce your Essence, others could instead clear your trail

(+1)

Thanks for playing my game! 

Totally forgot about valid path checks for delivering items, thanks for bringing that up. The mouse button thing was actually a debug thing I added to test the map system and forgot to disable lol.

The trail idea sounds pretty interesting to experiment with! If I come back to this project, that and upgradable structures would definitely be on the top of my to-do list.