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(1 edit)

Confirmation before ending the game might be good!

The cans are fine :)

3d BGs turned 2d with filters n stuff would be a good idea yea!

For dialog I'm mostly talking about when you wake up in the morning and there's conversations between everyone? It only shows the captain's sprite, everyone else is just text colors without tags or images. 

So leaving once the meter is full is how you 'win' right now? Is there a certain order o combination of chemicals that also makes a win? The game seems to hint at some kind of mastermind logic puzzle with 'the water responds in x way' but I haven't found any differences.

I'll admit I don't know if 'not enough TFs' is the biggest problem the game has right now? If you wanted to add more I would personally like to see more gameplay impacts/mechanics. Maybe there could be something about some characters being able to help you with story events or something, based on their skills/forms? I had singer offer to make me something if I brought them something the next day but that didn't have any impact.

'm imagining it as there being some sort of resource management mechanic? Turn your friends into things to avoid vaguely-defined hazards, maybe help keep them focused/more lucid? Like maybe a moth would feel more comfortable with certain types of resources than others and wouldn't be impacted mentally as much, IDK, it's your game, i'm just spitballing concepts. 

A VN Roguelike is interesting because roguelikes are built to have replayability, so you need either some very compelling gameplay to keep things interesting or a lot of writing that people can see over multiple playthroughs, potentially both. Something to keep people coming back for more runs. In the game's current state I worry the game doesn't have that for more than one or two replays? The different tfs are kinda there but. It's definitely not enough on its own IMO.

I have concerns about the ethics and sustainability of AI art as well- not to mention it seems like aside from color palettes most of the characters wind up looking pretty similar IMO in later stages. It is cute how Singer's hair tends to cover her eyes once she's done though.

Interesting concept tho! Making games is hard and tricky. 

(+1)

Oh yeah for the morning conversations, those need to be updated before going into Alpha. They were made quick and dirty >_>

There is no longer a combination of chemicals to win. That was the old way of winning but it left too much to chance for the player and generally had negative player feedback. I will be reworking the purpose of hints as they still allude to the old system of winning.

I do like the ideas you have presented in your post... I've been thinking about it all day lol.
Im going to the drawing board to see how that would all piece together.

As for the AI art, I dont think i will continue to expand the game using it. I liked using it as a place holder for now and to convey a visual theme to the player.

Making games is tricky but i'll figure it out lol.

Thank you again for all the feedback!

lemme know if you want to talk about this more! I like discussing potential game mechanics and stuff c: