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(+2)

Overall, a game so excellent I subbed on patreon after the first run-through. Honestly love this style of games, wasn't even here for the erotica (although for those curious reading comments, its pretty solid too). Anyways, long and slightly rambling feedback/concept post below so if you are just a player coming by no need to read further - play this game. 

That all said, I did want to bring up a proposal/concept for what I think is one of the few "underwhelming" things with the game atm: Patrolling the woods, and its inherent RNG nature. Namely, the fact its possible (if not common at low presence) for it to flat out be *Nothing*. For a game with cool events, an enchanting atmosphere, lovely NPC encounters, and fights to be had - it honestly feels hard to believe to the point of immersion breaking that you could possibly patrol for half a day and find NOTHING of interest you know? Also once on-demand save/load arrives there would be little reason to accept a "nothing" outcome. 

Therefore, I'd like to propose an idea: Unlockable Patrol types - Standard, Exploring, Hunting to choose under the "Patrol the woods" option.

Standard is as is - risk of nothing included but also a good balance if you aren't quite sure what you are looking for. Could maybe even come with a slight calming effect if nothing else happens as a consolation? It'd be what you start the game with naturally since you are still familiarizing yourself. 

"Exploring" would heavily weight towards events by contributing much of the odds of "nothing"/fights towards an event, but in exchange IF you find a fight encounter you would automatically start at initiative disadvantage (or possibly a winded/fatigue debuff of sorts?) from being caught off-guard. This encourages the player to clear the area very well before simply exploring for events. Could possibly tie that option in with the Forest/Greenhouse or Tower NPCs - either in the sense of "Disturbances/Mana in the forest" or "Some old/archived/magical maps or notes she found" perhaps? Give that sense of "still getting to know the place, but getting more confident"

"Hunting" is the inverse - heavily weights towards fights even at lower presence levels but in exchange often finding tougher/rarer opponents than a standard patrol (maybe buffed even more than normal version?). Could maybe integrate it with [Cellar NPC]'s patrols in story in some way? Maybe needing to complete a few of them before she'd trust to share the locations of stuff she saw but couldn't clear for time's sake. Something for those players who simply cannot be satiated with *just* hunting strong beasts at night, they want a double course at extra risk! Or people who just dislike seeing "Low" but can't find that last fight encounter. 

Way WAY overcomplicating it almost certainly, but its just kind of my attempt to take the general ideas of "Some kind of control when patrolling", "Some sense of growing more familiar with the area", and "Reducing/Removing the odds of a nothing outcome" and trying to think of how you could tie that into the world without it feeling too gamey like its some sort of natural progression that over time and with assistance of others you are no longer just patrolling - you KNOW this area now and are actively seeking things. I think that would really elevate the experience to the next level above others I have seen before. Anyways, just wanted to say again that the game is excellent and thanks for making it (and for reading this)

(1 edit) (+3)

Thanks for the support! Really appreciate it. And thanks for taking the time to leave some feedback.

Patrolling is a combat weighted exploration option already. You can also encounter events when hunting/gathering, and that option is less combat weighted. The exact math is the road danger is between 0 and 100, and you roll a number between 1 and 100 - a roll equal to or less than the current road danger results in a fight. Patrolling juices the road danger number by 40 or 50 (somewhere in there). 

Just a quick note, it is unlikely that manual saves will be implemented. I'm pretty fond of the current save at the start of each day - and because there aren't any fail states in the game, there's not a lot of incentive to save scum. Who knows though, this may change closer to release.

The exact frequency of events is subject to change, especially as I get more of them made - but I >really< don't want events to happen every day, or even most days, as it really slows down the the game. Right now whenever you go out into the woods it makes a roll to see if you get an event - and if you don't get an event 2 times in a row, it'll make sure you get one on the third go. 

Now, all that being said, you have good ideas there and some very reasonable suggestions. I will say that I'm getting started on the Winter season content right now, which places a much bigger emphasis on the patrol gameplay and being self-sufficient (merchants + travelers show up more rarely). A lot of tougher enemies show up in the winter as well. 

But, I think you will enjoy the planned Spring gameplay. The inn will become a guild tavern for adventurers, and different job types / contracts will become available for the end-game gameplay loop. Basically you will get different options for the kinds of things you want to engage with when leaving the inn - and also send out adventuring parties to do jobs. 

Thanks again, appreciate the feedback!