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(+1)

A calm, pleasant, and engaging game. Great work — I played it to the end. But I’d say it lacks a bit of balance =) (not theme "balance" , but in-game "balance))  and some variety, especially in the second half.

Now, some details:

Upgrading the number of moves at start - this is the way.  At the start, you spend all your early days upgrading moves. Once you have 15, you start upgrading Intelligence (5) and begin clearing the garden. The next day: more Intelligence (10) + a bit more gardening. Then Strength (5) + plant a tree (5) + garden work. Then Strength (10) + plant a tree (5). After that, every day is just planting trees and clearing the garden if you have HP.

And now the most important part: Armor is very expensive. Aside from the gloves (and maybe the boots), everything else is too costly. You can finish the game much faster if you don’t buy it.

Once the garden is fully planted, you just skip days until your HP is restored (I would’ve liked an option to skip all moves for faster recovery). After healing up, clear the garden until you find the key. Once you’ve found the key — and if you haven’t already won — you can basically just keep skipping days. The garden covers all expenses. Though of course, it’s easiest to skip days while healing, then go back to the garden. Repeat until the end.

Thank you for palying and for such detailed comment!

Main vibe is relax. So players can win with low efforts, it's true.

But if a player would like to see other possible scenarios the player need to avoid updating the intellect (one of scenario). That means no trees and less money from the garden. Every 10 days daily tax is increasing. So it is not enough just skip days, because daily tax become more than garden incoming. In this way the gameplay is a little bit different.

(1 edit) (+1)

"But if a player would like to see other possible scenarios" – you're totally right about that. I didn’t think much about it, to be honest. For me, it's more like: if I can upgrade, I should upgrade in these kinds of games. 😄
Though I’d prefer having different ways to reach good endings. Instead of limiting what i should upgrade, use different goals — like 1000 coins for one ending, or defeating X enemies for another (not sure that fits here, though) etc

(+1)

Yes, your right, different types of achievement. Maybe that would be good. But I was looking in rpg style a little bit.

---spoiler---

So I made happy end where Dani becomes an scientist if only intellect was upgraded. Or Dani becomes like strongman if only force upgraded