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(+1)

great concept!

some feedback, i know it's a lot of work but the little storylines for each adventurer is amazing, such as the tentacle lover magician. more of those please!

also i'd like to be able to pick at least 1 "wasted" potion without major punishments. i'd like more dynamically generated content depending on which potions you like picking, i like BE so it'd be cool of the adventurers acknowledging getting handed the same potion over and over.

(+3)

This is exactly the type of feedback I’m looking for! Thank you so much!

Good news, there are MANY tiny storylines to come! This first “week” is just getting into the rhythm.

There will also be more longer-lasting effects of repeated potion use :) . (full disclosure, the game is going to cheat and assume you’ve been giving them the correct potions throughout. WAY too many combinations to account for, otherwise)

my idea was of dynamic content. the 3D asset combinations are already in the game so you'd only need dynamic dialogue and expressions according to which repeated optional potions are picked, maybe tailored for adventurer archetype even.

also i'd like potion magnification. i was VERY disappointed when i lost the cowgirl bras because i could keep making the boobs bigger with them. i'd love to somehow use stronger and stronger BE potions even when not needed.

(1 edit) (+2)

Dynamic content is going to be a late stretch-goal. Things get exponentially more complicated when branching paths/choices are made that need to have knock-on effects throughout the game. I’m currently a one-man-team, so it’s important I don’t bite off more than I can chew. But, again, something I might look into when things are more complete. Will be darn cool if I manage it.

Good news: plenty of BE to come, with more triggers, and hitting much bigger sizes! We’re just starting.