Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(2 edits) (+1)

I really like the minimalist visuals of the game! I never thought you could make a variety of objects with simple pixel sprites. Music and sfx fit the game well too.

Gameplay was a bit confusing to me. In the first scene with the computer, I was a bit confused about what to do until I pressed E. It might be a good idea to show the controls in that scene and put them away after a few seconds or in the next stage. I was also a bit lost in the early game with the tree but once I figured it out, the subsequent stages were easier to finish. Some games add hints when the player is stuck at a particular point for too long, so that might be something to consider especially when you have player like me who is a bit slow and appreciate some guidance occasionally haha. 

I have some trouble fighting the spear enemy too. The map is small and because my reflex is so slow, I wasn't able to maneuver and fire my arrow fast enough to kill him. And when I died, needing to start all over again does disappoint me. I wish we had a choice to start from the first stage or go back to the previous stage. Then again, for context, I don't tend to play games that requires reflex and real-time action so that fact colors how I view the gameplay; most people probably won't have the problems I have.

Though, I am intrigued by the concept. The game oddly enough reminds me of those minimalist/incremental games where you start out simple but opens up gradually until it becomes more and more epic and grandiose. I really liked having that feeling when I play your game.

Thank you very much for making and sharing your game.

(+1)

Thank you for the thoughtful playthrough and feedback. It seems the most common point brought up is how the game guides the player’s actions — and I completely agree. After playing my own game dozens of times, I stopped questioning the controls or the flow, and just assumed they were intuitive. As for the combat, I was actually worried it might be too easy, but maybe that’s just because I’ve become too used to the game myself. Once again, thank you so much for playing.

No worries.

True, it’s very common for us game devs to assume things are intuitive partly because we have inside knowledge on the game. I read the book ‘The Design of Everyday Things’ and one important point in it is most if not all designers, game devs or not, experience the same challenge as well: the model in the designer’s head is not the same as the user of the product.

Then again, I guess commercial games have the advantage of being play tested before released to the public while we don’t have that same luxury lol. It’s only after we submit our game that we would receive feedback unless we share it with someone else before submission.

Sorry, that’s just me rambling.

I hope you’ll keep up making games and have fun along the way.