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(+2)

This felt like a crpg translated into an rpg maker format, which I think can work! Unfortunately, the time limit seemed overly strict in such a way that undermined the game's balance. Trying to even be in the right place at the right time for certain jobs could prove annoyingly finicky which also made affording any of the equipment or training doubly so. 

The overall world-building and quest progression were very interesting! Releasing Psela involved some fun if brief problem solving and the fact that it was optional lent it the unique feeling of customizing my own playthrough! As a game jam entry, it feels like it holds a lot of promise, though as a complete game in itself it feels a bit too rough to fully enjoy. Great artwork and atmosphere though!

(+2)

Thanks for the feedback!


There was definitely a lot of CRPG inspiration with the game, we tried to be more dialogue and interaction focused rather than combat-focused. From a developer point of view, doing all the state management in RPG Maker events is pretty difficult, hence why some of the quests are quite simple.


We had hopes to give more opportunities for followers, but ran out of time in the end. The time system was designed to encourage multiple playthroughs but in the end we needed to tune it up a bit more, as a lot of the mechanics are too gated, we originally hoped to have a job available at all points of the day, but that fell through :(

I’m glad you enjoyed all the optional characters and stuff to do. That was definitely one of our goals, we wanted the player to be able to choose and make choices that actually affected their play through and the world around them (player race, followers, training, etc) 

Thanks again for playing! If you have any questions please let me know!