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(1 edit) (+2)

Well I finished the game. It was fun experience, although the fact that there is no rest and it just forces you in to fight makes it a bit boring. Having some kind of a trader of store would be good way to get ride of some items and get what you want. 

I found a bug, If I'll click to many times on 'new game' before game actually started, slimes will stuck and tutorial will never start and there'll be no way to exit.

Reading one of comments, I can suggest to explain tutorial over several different battle. first explain how to attack and defend, when you'll get your first items after that explain how to use them and so on.

(+1)

Thanks for playing and the feedback.

The core is in place, but more is planned for the towns. Instead of just having dialog about sending food back, you will be able to send some of you old loot back to feed the clan, and boost their winter supplies. We are hoping to implement a system that will rate what you have sent back and have benefits for sending back more and better loot, forcing the player to balance what to keep for use and what to send to the clan. A shop is also on the list, though needs to be balanced with sending things back. Now that the quest system has been initially implemented, we will add more quests, and are planning more interactions in towns, instead of just the scripted events, leveling up and moving on.

I'll look into the new game bug. It should have been checking, but I must have missed something.

Part of our issue with splitting the tutorial up is making it mesh with the story. We really liked having the trainer in the town teach, but have had enough feedback that it is too much at once. We will probably make the current training tutorial optional for those that want to do it, and add an alternative system that is more progressive as you play.