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After trying this game out, I'm tempted to write a whole rant about games that are frontloaded with tutorial text without actually guiding the player along through thoughtful UX design. I'll spare you that, but I still wanted to bring it up. I did get sort of a good feel for it eventually, but I still felt discouraged pretty quickly. Once you run out of offensive items in a battle, there's no reason to continue since you've basically already lost it; there really should've been some other way you can still deal damage, even if not as strong, or otherwise exit the battle. Maybe there's something I'm unaware of, which ties back into my first point about the tutorialization). Your in-battle options are further limited by the rotating shop item list (a mechanic that I think would otherwise be fine), and I felt like I was either overspending or didn't have enough items. One other nitpick I have is that I think moving around with the arrow keys could be faster (I noticed you can move by clicking the mouse though). When it comes to the art, the one thing I'd suggest is to keep a coherent style; the overworld sprites especially feel a little out-of-place with each other. Keep working on it, I'd say.

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Thank you for the feedback! The tutorial was really a challenge for me as the engine is a bit stiff with battle events, originally I had just the first bit of dialogue to set up the world and then you'd be on your own to learn and progress through the game. The game was designed for the player to play around with it a few times, do a couple runs and learn something new with each run, so don't be discouraged about struggling with it initially! Also you can most definitely play with the arrow keys and z to confirm/select, x to cancel/back out!

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For clarity, I knew you could play with the arrow keys; it's just that the movement speed felt a little too slow playing that way.