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You did a great job on this devlog. Silly question. You said at the beginning "liveliness" was a concern and that you were disappointed you may not be able to have it in this game. What do you mean by "liveliness"? I've not heard the term applied to games before.

Hey, thank you! Maybe the term is not very fitting... what I meant was a game that feels "alive". I was a bit concerned that it could be challenging in an idle-incremental type of game with essentially just one control at this time. I tried to achieve some "liveliness" (not sure if theres a better term for this) by providing the intro and some interactive dialogue amongst others, but other types of games have more interactive movement which is missing in this game, so I thought that this makes the game feeling alive challenging

There definitely was a lot going on - caldron bubbling, fairies outside gathering, could blowing by. I think just having some part of your game moving (the player stretching up and down or blinking, stars twinkling, etc.) can add that feeling of the game being a living world as opposed to a static image.