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Three things I liked about this game:

  1. Once you get into it, you can just vibe and grind.
  2. The portraits do a decent job of portraying emotion.
  3. The random elements are a nice touch

Three things I did not like:

  1. It's a bit too easy for a player to unwittingly shoot themself in the foot. I accidentally went to the main grinding area before collecting my teammates and got wrecked.
  2. The story is forgettable and wafer-thin.
  3. The overall design is lacking. I run through large expanses of nothing, eventually have a same-y battle or two, and repeat without much changing in a meaningful way.

There is way too  much padding in this game. I could not finish it in time. Try tightening things up next time: instead of relying on filler interactions to fill out the play time, strip things down to just what is meaningful and polish them to perfection.

It's actually almost impossible to beat the jam build.  I say almost because it can be done but you have to get specific.

Basically, I set token = 50 on the parallel event to update the variable for how many every time you returned to the "lobby."  I should have set it to greater than or equal.  So it's actually possible to get exactly 50 tokens by stopping interacting with the animals when you get close to 50, and have enough gold to buy the rest from the merchant in the maze.

It's my own fault, I didn't playtest enough.

Honestly, it's gonna be a challenge to figure out how to make the randomized maps not look like trash.  I've been experimenting.