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Hey there, thanks for the reply! Unfortunately after playing through a few more Moments over the past week and ive decided that Tinyoji isn't for me, but I'm so appreciative of something like this being made available for everyone! 

I guess my biggest issue is that previous topic I mentioned. Overall I played through 5 Moments and only got a Keepsake on the 2nd one. The next 3 were all failures after succeeding everywhere else needed, and ultimately it wasn't a good feeling. 

I had a thought of adding in a homebrew rule where if by the 3rd Moment you play through and you still don't have a Keepsake, you automatically gain one. But I didn't wanna do what I usually do of adding in homebrew rules, making tweaks, etc for games anymore. 

I understand this being a cozy game and wanting to take our time throughout the village and the seasons, but with the way the mechanics are structured now, it seems like it would take a VERY long time to collect enough Keepsakes to make upgrades. 

But hey, it may just be me. I'm sure there are others who don't mind the Keepsakes mechanic and don't mind it all. Again, thanks for making cool projects for people to take part in! :)

Honestly, you’ve hit on the single biggest issue we found with the original version, and we’re so grateful you brought it up. That feeling of succeeding at a challenge but then failing the Keepsake Roll and getting nothing for your effort felt really punishing, and it’s the exact opposite of the “cozy” feeling we were aiming for. You’re not just imagining it; it was a core mechanical problem.

Your feedback is incredibly validating because it’s precisely why we created the v1.1 update. We completely overhauled that system, and it almost feels like you were reading our design notes!

Here’s what we changed, based on feedback just like yours:

The old Keepsake Roll is completely gone. There’s no “second roll” or second point of failure anymore. Your success and your reward are now determined by a single challenge roll.

Progress is now guaranteed on almost every outcome. We replaced the old system with a “Margin of Victory” table. Now, even a near-miss (Close Call) or a strange, mixed result (Plot Twist) rewards you with Memory Fragments.

These fragments build up to a full Keepsake. Collecting just three fragments gets you a full Keepsake. This is a bit like your homebrew rule, but built right into the core mechanic! It ensures that you’re always making progress towards the next upgrade, even when things don’t go perfectly.

You mentioned you’re tired of tweaking games, and we completely get that. That’s why we made these changes—to make the game feel rewarding and fair right out of the box.

If you ever feel a spark of curiosity, we’d be truly honored if you’d take a peek at the new v1.1 rules PDF. The progression system is a night-and-day difference, and we think it directly solves that “VERY long time to collect” feeling you mentioned.

No pressure at all, of course. We’re just so grateful for your sharp insights, which helped confirm we were heading in the right direction with the update. Thank you again for being part of the journey, even for a little while! :)

I'm not OP obviously, but seeing your dedication was inspirational. I'm about to buy the physical copy on amazon!