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It's not clear at this point if you're reading any of these comments, Pidroh, so I don't know if writing this will do any good. I like the game. But the current iteration make it hard to tell how to play it, or why I'm playing it beyond "number go up".

 Because there's an unexpected puzzle aspect to progress, wiping the log with each reload doesn't help the player

The internet loves cats. Including cats, and then not making befriending them a major path or class is a let-down.

The class system itself is hard to follow. For now classes only seem to exist to open up new options without cutting off old ones, meaning they don't really need to be called "classes" at all. You could call them "decisions" and the effect on gameplay wouldn't change.

There's no story yet beyond the title. That lack of story means you could reskin the game (survival as a student, graduate, programmer, housewife, Stardust Crusader, ship's mate, politician, rideshare driver, etc.) and no one would notice. There needs to be more of a narrative, even if it's just emphasis on making it to the next day (each class advancement is a new week, for example).

(+1)

I read it all! (Albeit slowly)

I see you already found the Cat Beggar. I'm trying to keep the game fairly grounded, so I couldn't really think of a lot of cat content that would fit into my vision of the game. I might add more content related to that at a later point, focused on coziness and happiness.  

I'll look into saving log information, I already wanted to do that but I think you're the first person to request it