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Really nice job! Rare to see such a creative set of mechanics, really required some thinking to create a strategy.

For me, it was somewhat easy (won on first try), but I did lose a few villagers. It *felt* hard, but actually losing was difficult.

It might be worth laying out how the sickness mechanic works. The text was really hard to read (on my browser, the mouse obscures the explanation text no matter how you move, Safari OSX), but also I don't think anywhere explains how the sickness is distributed. Same for disbelief. Even if it's random, it would be nice to know what kind of random. Randomly in the night? Randomly upon losing faith?

Also, the nights were confusing. Why did some villagers not come to see me during the day? I often had someone die because they did not come to see me (maybe for multiple days in a row? Unclear).

Oh, and really good job on winning on your first try! We’ve done a lot of balancing in the meantime because the difficulty on the strategic side can change very quickly if we tweak just a few numbers. Through playtesting, we discovered that players experience the game quite differently depending on their playstyle. So, for the final game, there will be three different difficulty levels for each entity. That way, everyone can have an interesting experience and learn the game system step by step.

The sickness spread and distrust mechanics will also be explained more clearly.

The game system is designed so that only 5 out of 10 villagers can visit you each day—but you have to check who shows up. We’ve also added a new villager ability that lets you manipulate the villager queue for the next day, so players can avoid certain villager deaths using strategic skills.

If you want to check out the new prototype, we’re currently looking for playtesters through our Discord. If you’re interested, you’re more than welcome to join and give us feedback about the game anytime!

<3