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(+1)

Hey!

I enjoyed the game, the art style is cute, relaxing, and inviting. Monster taming and farming sim is also always a combination that hooks me :D
The combat is very interesting, I really like the potential of the risk-reward of drawing sharbles and am intrigued to see what other strategy / options I will have! My first strategy was to just pull as much as I could, getting closer to the limit but that always backfired. I won the first fight by basically overloading every turn haha.

It took me a while until I understood the UI for overload though. Initially, I thought the number was the indicator and that I wasn't supposed to go over 100. The diamonds are very small and the particles floating around have the same shape and color as the filled overload units so I didn't notice at first that something was changing. I got it eventually, but I would suggest making the bars, which seem to be integral to the combat system, standing out a bit more / easier to read.

Additionally, already having sharbles with different effects might be a bit much to learn at once, in my opinion. Figuring out how the drawing works, overload and damage, that there's a bar for each spryte, is already quite a bit to learn so I think just starting with a bag of basic identical sharbles could help avoid overwhelming new players? Then let the player add additional ones a bit later once they have figured out the basics. 

I'm not sure if I had broken the game somehow but I had a feeling that I did something wrong at some point. There were no other wild sprites or battles beyond the first one. The skull explained to me how the farm and tool works and then nothing else seemed to continue? I'm not sure if that was the end of the alpha already. Also, going back to the skull started the initial dialogue again and I got the skull in my inventory a second time :D

Generally, like the direction and am excited to try more!

(1 edit)

Hey Zein, thank you for playing and giving me feedback! You have good points I can add to my workload haha. I'm happy you liked the combat, the game really is a baby still ^^ I work on an overhaul for the tutorial and restructured the combat and introduction to sharbles as a concept. Most playtesters found it confusing and difficult to understand, so I try to make it easier! Yeah if could go back to the skull and he's still on the ground something went wrong, I'm sorry. Normally you get advised to grow some crops and speaking to him in your inventory again he guides you into the woods, where you can find different Sprytes and new crops/seeds. However, I'm adding new features and content whenever I can, so maybe come back later when there's more to explore?

(this html form is killing me btw)

Few things despair me more than the Itch.io text editor haha

And I know how annoying it can be when you get feedback that assumes a later stage in development so I hope I wasn't too bad :D

No need to apologize! You communicated that it was an early build so bugs are to be expected.

I'll definitely want to give it another shot and try more of the battles. On my first startup I alt+F4 out of the game because I was trying to get the controller sorted which led to a long freeze and the log saying it was unable to free an invalid ID. The log file is HUGE. 2.4GB D:

(I still have it if you want to see it)

When I started the game again, I was above the start point with some items spawned around me. Maybe that was the reason some of the things didn't trigger correctly?

Oh no, I then know what happened. No idea what happened with the log file though ?
There is some struggle with the save file if you close the game up to a certain point and then use continue next time. I need to get some flag into the save file loaded on start that marks it when you haven't played until this point. Or I manage to sort this out without throwing bandaids onto it xD
At this point I think it's better to get rid of that log file, burn it or bury it in the woods lol

I shall burn it quite intensely, then! :D