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I really love this game - it's so much fun to see it grow. I admire the two of you for testing things out, putting it in front of people, and learning. It's shaping up to be a great game.

I agree with the comments Zack made on stream about the crafting system gating the start of the game, but like the solution Harnas mentioned in the chat. Excited to see that happen!

One thing I noted is that the game is starting to have quite a few effects and statuses, and it's getting a bit hard to completely understand what everything does. I like it from an exploration perspective - that means there is a lot to explore and learn to use each run. But I'm slightly cautious, since they all seem to be available at the start. Is there a way to gradually introduce statuses and effects? Or perhaps that would destroy the exploration and learning? I'm unsure, but if you introduce more it's might be something to keep an eye on.

Keep up the great work!

Thank you for the comment Linus! Absolutely our new mechanic is still in its early stages, so we are open to suggestions and will tweak the system as we go. :) I agree that it can be a bit overwhelming to new players, so we may very well stagger the introduction to new statuses, and perhaps simplify the ingredients overall!