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(+2)

Hello,

This is an interesting game! I enjoyed the nice graphics and everything looked cool and complex. Everything seemed well done and polished I have two pieces of feedback for you. The first is that the word "dialogue" is misspelled in the tutorial at the beginning. Not trying to be picky, just letting you know so the game seems more professional. Also, the combat could be a little long from what I played and there wasn't much of a break between fights. Maybe this changes in the later game, but I think it could be nice if you let the player explore a bit and have a few more pathway options instead of just being sped into fights. But all in all, cool game!

Thank you for playing and the feedback.

We are always open to feedback, and don't find it picky when someone points out typos or other mistakes. We continue to find them ourselves, but sometimes you get so used to something that you can miss what otherwise should be obvious, so others pointing them out is helpful.

I'll do a bit more reading up on it, but from a quick check on "dialog" vs "dialogue", I do think that "dialog" is the correct term for what the tutorial is describing. Here is a quote about how "dialog" should be used from one of the places I checked: "The term suggests a direct sequence of talk or messages, often used to advance a storyline or operate software." The tutorial is largely talking about the text being written out.

The combat is a large part of the game. There is story as you reach towns and camps, but much of your gameplay loop will be combat and collecting loot. We are working to add new features to allow you to do more in the towns, along with more quests and achievements. We have some ideas on potentially allowing the player to pick which path they take later on, but still heading towards the same destinations, though this is still being worked out. We recently decided to switch the pacing of the game from a focus on simple, single button to act, shorter fights combat, to allowing more RPG-like depth, so will be revisiting the combat to see if we can make it feel more engaging.