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Thanks for playing and the feedback.

We try to be as accessible as we can while still making the game we have in mind. It helped that we started making this for Godot Wild Jam which does rate on and encourage accessibility. Readability is the main reason it took us a while to switch to using a different font, and we spent weeks reviewing them before settling on the current system. 

In our next update the Trainer Terry interactive combat tutorial is being moved to the Settings, and we will be adding a Training Hall to the Town screen, so people can read up on the topics they care about, and skip the others. Eventually we want to merge them so the Training Hall can start mini-combats to try out individual topics, but that will need some new systems first.

We are redoing the combat system. We have had other requests for the strength of abilities and items, instead of just descriptions, and we will design the new system with that in mind.

I agree that requiring the player take the action is better than just describing it, but the current logic doesn't have an easy way to track that for progressing, and it never quite got high enough on the priority list to get implemented. After the combat overhaul it should get added when we update the interactive combat tutorial.

The Inventory screen can be a bit overwhelming at first. It just got a redesign enabling item stacking and using items. We had a Help tab before, but realized as we were getting ready to upload the new build that it was out of date, so it has been hidden until we can update it. One of the options in it is a button to restart the tutorial. There are some more changes we have planned for the inventory, and we will see if we can implement some changes to make the base UI a bit more intuitive as we continue to work on it. The new Training Hall is going to cover more than the Trainer Terry fight, so hopefully some of the tips added there will also clarify things.