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I really had a blast with it I must say.
I've played a bunch of demos especially in the last two years and it shows that you've already put a lot of effort into it. It plays like a game that is serious about what it wants to be. I love the atmosphere you're creating and like I said I'm a fan of the art style. The design of the sprytes is just lovely and I think in general you're very consistent with your art be that in the menus, the environment or the character design. Also loved the humor in the dialogue and that you have a weather system(rain<3). Farming was pretty nice too. Love the feedback sounds and visuals you have and the music in the background. Nothing stood out to me as jarring or anything. I think it really is lovely and cozy so far.

I still have a bit of feedback that I jotted down while playing.
As a disclaimer: I played with mouse cause I don't have a working controller right now and I realize you said controller would be better so I won't go into mouse controls.

1. The font was slightly hard to read for me initially
2. Absolutely in love with the bag interior
3. I closed the game and restarted it after talking to the skull the first time which resulted in the skull being there every day and me being able to restart the conversation and collect an inventory full of skulls.
4. I couldn't find the hostile sprytes the skull was talking about because they were covered by trees. I ran around the entire map searching for them and then saw something orange peek out so I found them.
5. The environment boundaries are a bit hard to read for me as they are the same color as some of the tree trunks.
6. The sprytes are really cute but slightly distracting when farming. It would be cool if they could maybe stray away a bit from you? I don't know what the best solution here would be honestly but they often cover the tile I'm using for farming especially when exploring environments so I can't see if I've put the seeds down for example or what I'm using the scythe on. It also feels slightly scary that they stay close when you chop down trees. I always feel like hurting the the sprytes.
7. I went on a rainy day to discover the deeper woods and the lilac fog that marks the entrance was a lot less visible than on a sunny day. I didn't notice that it was there at all and only knew where to go cause I read what the skull said (which we all should but I bet there's people skipping through)
8. I think I saw somewhere that you'll be doing an overhaul of the combat so I won't say much about it other than when I understood it it was fun and I really liked that you could always run away from the sprytes if you didn't feel like engaging in combat.
9. The way to the other forest felt quite tedious for me personally. The environment is pretty vast so it would be nice if you could port yourself via the crystals or if things were slightly closer together.

I think that was all. I'm really looking forward to seeing this develop further and to of course play it one day. Keep up the amazing work <3

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Thank you so much! It makes me so happy to read positive things about it and when people enjoying it! Your points are noted and I have not much to say, some are bugs I need to tackle and for some I have solutions already. I have an item you can use to control your Sprytes better, a whistle. Once used they stay at the position they're in and when used again they start following you again. The thing is, I coded that months ago and need to test it again and hope it's still working lol

Mouse control is another endboss for me. I designed the game with controller input in mind and it's oftentimes a struggle to compromise. Sometimes I just forget certain things for mouse or controller. I know for instance, that the hotbar should get more interaction with the mouse, like clicking on slots to focus a slot and using tools where your mouse is targeted at. UI is a just very difficult to get right I think. 

Yeah the combat gets a bit of an update, not completely different, but I want to redo the tutorial and you can then switch out sharbles for other ones, catch new sprytes, take their sharbles and combine a unique deck. Every Spryte has a unique Sharble only they can use and I think I managed to make them feel like different classes or archetypes. When it is ready I post a Devlog to itch :)

Thank you again for your time and the feedback! You all help me to make this game better and that's lovely

That item for controlling the sprytes sounds like a really smart idea. I've thought about it for awhile but only really came up with solutions that would cause new problems for other stuff.

It's a struggle to have good controls on both especially when you have a lot of functionality. But the plans you have for the mouse interface sound really solid. One thing I did notice that I thought might have been a bug though is that Q and E didn't react at all. I had to use 1 and 2 to scroll through items.

I'm already looking forward to the devlog!
No problem, it was a really welcome distraction and I like I said I had a lot of fun!