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For me, the game seemed both balanced around, and had the risk-reward feeling improved, by the time system. But we clearly have different ideas, and as you are the one making it, you clearly know your vision more than I. Either way, the game is sure to be fun, and I am probably in the minority on this. 


Also, it is impressive and admirable how you take the time to read and respond to everyone's comments both here and elsewhere. You really make this feel like a community and show you care. Thank you.

Thanks for saying that! I enjoy responding to comments (I think on some level I still am the little kid version of myself that is just happy that people are playing a thing I made). 

There's a classic saying about creative work that I agree with: if a playtester has a problem it's correct. If they have a solution it's probably wrong (and so the goal is to talk to folks until you get to the underlying problem that is causing them to say that solution). Many times talking with players I've found real important issues to resolve! 

I'm not sure if you were playing the game this early, but it used to not have any hints. I made a perk that added some hints and suddenly that was most players favorite perk to the extent that they would reroll and even restart the game to get it. After that we added hints to the game and it got way better overall! 

Anyway all that to say I really value any feedback that players share. Even if we don't end up following the exact suggestions, the sentiment usually winds its way into our design meetings and we try to figure out the feelings underlying the suggestions. So thanks for sharing your experience and for being polite and considerate about it!