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(+2)

Great job on this awesome submission!

I really enjoyed the gameplay here, and I thought the drafting rooms was really awesome. I also really enjoyed the different characters and voice actors for this. I always put plot and story last in my games, but you really did a great job here building an atmosphere, and it really pays off! Kudos to all the voice actors that really breathed life into here.

Like others, I think there's probably a little bit of polish to add with the focus and navigating menus. When using a controller I often ended up moving around the menu when also selecting the next room (this didn't interrupt the action, but caused extra readout that I imagine would be very confusing for a blind player). When opening the map it starts at the top left, and really should start on your current square. I also found that the map would sometimes not reset even when I had started a new game (it looks like it only resets when you draft your first room).

Separately, I wonder how much you might get away with reducing some of the menus / controls. I think while being able to look at your inventory is useful, I wonder if you could get rid of that entirely (and have items auto-apply when you interact with the room). It might also be worthwhile to just get rid of backtrace, just to remove the cognitive load of another item / control. There's probably a little bit of tuning when it comes to the actual difficulty too - I'd increase the steps you give to folks by 5 or something, so that getting to the end doesn't feel quite as tight.

Overall, I really enjoyed this game - I think the gameplay was super intuitive and was a fun challenge to play. Congrats to the whole team on the submission!

(+1)

Thank you so much! I agree the voice actors did a phenomenal job :). So glad to hear you enjoyed it.

I am curious what other control mappings would work well or better than the current one, probably will experiment with that later. You are correct about the map, it should show your current square with the blue arrow, and the focus should start there, but there is a bug when the dungeon resets, the map isn't properly resetting.

Reducing controls is a good question that I've been thinking about throughout the day. I do agree that simpler is better. The backtracking was a much requested feature in the playtesting, and getting rid of the inventory will be rather hard because various interactions depend on you actively using the right item at the right side. But there might be a better way to reorganize the buttons and remove them without removing the actual action.

Thanks for taking the time testing our game and giving your feedback!