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In all honesty I found this one very frustrating and I'm not sure how much is on purpose. Items like logs weigh 50 (more than half of your starter weight) and are worthless while others items weigh like 0.5 and cost more. I'm not sure what the idea is behind making these items' weight so ridiculously far apart. Weight was almost never an issue because I knew exactly what to throw out first every time. I feel like there shouldn't be a limit on weight but rather a debuff. Similar to Lethal where you move slower. I know this is easier said than done but I feel like it'd help. Especially with items like the Chunks of Uranium Crystal. I'm not sure why but even with all 4 party members I wasn't able to pick up this item. The max carry weight with every party member is 180 and the crystals weigh 215. I might've missed a max carry weight upgrade of some sort. Which I probably wouldn't have gotten anyways because I never had enough money. They're strict as hell with your allowance. You'll usually end up with a little over 1000 dollars by the end of your first day plus a small bonus if you exceed quota by however much the game wants you to.  Which is never enough to buy a lot. The most important thing to get feels like party members, which cost about 1000 each.  Which is a common number in the shop. I often felt like everything in the shop eats through all of your allowance.  Even one use items that you feel would give you a little bit of an edge in combat like throwables and consumables cost the same amount as a person. Which makes sense for the world but locks you into what you can and cannot buy. Which doesn't help with a constantly rotating pool of new items each day. Combat feels intense and not in a good way. The enemies are either numerous, strong, or just really annoying. I never felt like I was prepared for any fight. I found myself escaping from almost every single encounter I came across because of how deadly every encounter can end. This also in turn despawns the enemy until you leave and come back. Which is something that always seemed to work. At its worst you'd run into a troop of 5 bats who all get an attack in before you can escape. At its best you run into a slow enemy and are able to escape without a scratch. Speaking of that I wasn't the biggest fan of the QTE for almost every skill. While it does keep the player engaged in the combat it also gets old after doing it against a troop of 5 bats. At some point I got lost and bored of the looting gameplay and just kept fighting everything til I died.

I know I had a lot of negatives here but I think you have a really really really good base for a game here. A grimy setting, a weight system, quota mechanics,  great presentation and randomization. It has a good core, it just needs some balancing. Which makes sense considering the small amount of time you had to make this. Every added mechanic takes a lot of play testing to get perfect and there are a lot you have to account for. There are a lot of moving parts here and it's okay if they aren't all oiled. For what it is I find this very impressive. I just think you need to reevaluate the focus of the game. Like it'd be really cool to take inspiration from something like darkest dungeon, where it's more battle focused and the treasure is a side objective. Because as it stands right now  it's not very fun to run away from every enemy and collect random things you find. But for now I really like what you made and look forward to seeing this updated. Don't get discouraged.  Every moment is one for improvement. Keep up the good work. 

(+1)

I did sorta rush this game towards the end, not really having a lot of time for play testing.

I may not return to this game specifically, as even I wasn't too pleased with how it turned out, but I may use its base for a future game, incorporating the things you suggested.

I look forward to your future projects. I'd really love to see what you can make with no time constraints or deadlines.