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Hi there! Thanks for the feedback. Our team is just two people, and we work on the game in our spare time. Because of that, some parts are still pretty “raw.”

Right now, the costumes in the shop are just images, and that’s due to how the characters are implemented. We’ve just started an update that will allow costume changes. Once that’s done, we’ll also fix those odd facial expressions that we currently have to set manually.

We changed how you obtain equipment in the latest update—now it can drop with a certain probability in battles against regular enemies, and it’s guaranteed to drop when you defeat a boss.

In battle, you can discard cards to gain +1 mana. That helps you get rid of unnecessary cards and accumulate enough mana to use all the spells you need. It’s a common mechanic in card-based roguelikes.

As for the character stats system, each character has two story paths: a “character development” path and a “romantic” path. The way you guide them through their development path affects their ending (we don’t plan to develop the game indefinitely).

Regarding failed spells, we decided not to add failure outcomes. Otherwise, players would feel forced to lose on purpose just to see those scenes, or constantly save and reload. We didn’t want that.

We’re still working on the animations—we started development two years ago, released the game a year ago, and only last fall managed to find an animator and a style that fit well. So there are still some scenes with older animations or graphics, which we’re gradually updating.

We do plan to add sound effects, but as for voice acting, we can’t make any promises—quality voice acting is expensive, amateur attempts might make it worse, and we don’t want to use AI solutions.

Thanks again for the detailed feedback—it really helps us keep our focus on what matters most to players.