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(+2)

I really liked the comic-style intro—very charming. I also enjoyed the art style, though personally it felt a bit too colorful for me. I think a darker color palette might better suit the gameplay experience. Then again, maybe that expectation came from the game reminding me of Darkest Dungeon, so I could be biased. 😅

I'd love to share a few pieces of feedback—hopefully they'll be helpful:

  • Instead of tapping the 'Next' button on the right, my instinct was to click the center of the cave to proceed. It might feel more intuitive that way. Alternatively, the game could automatically move to the next room when there's nothing left to do.
  • When picking up items, they move to the right side of the screen, but since the inventory is on the left, it might feel more natural if they moved left instead.
  • I assume the character’s health is indicated by their portrait, but it wasn’t very clear. I expected the heart icon next to the portrait to visually deplete as I took damage. I couldn't really tell how many hits I could take from looking at the portrait alone.
  • There are a few UX design issues, like the game not reacting when you hover over items. I’m guessing you’re already aware of this but ran out of time to polish it.

Again, good job overall—and good luck if you continue development!

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Thank you for your informative feedback. This is exactly what I needed. Of course, after the jam is finished, I aim to continue to refine and adjust each point based on the feedback of the players at this jam. If I got an opportunity, I'd like to further develop the game by making it a greater variety as originally designed. However, considering time constraints, what you said is absolutely correct. :)