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Thank you! I appreciate the thoughtful writeup. I absolutely agree with you that the UI is a bit clunky and it really could have used more ambient sound. The sound part I ran out of time on, and the UI was meant to be a near clone of Might & Magic 2 which I thought was interesting to play with. As for difficulty balancing you seem to share that opinion with most players. I really wanted another day to just balance it but it was so much work drawing everything and creating everything I ran out of time for that as well. I'm surprised the map was broken, I never saw that bug.

As to how I got this done in as short time it was a combination of having a M&M 2 engine ready that was pretty efficient to create content for and having way too much time spent developing the skillset of making these games and their content quickly. For example for the wolves I took a wolf asset I had then did a really, really fast scribble paint-over of it with very few colors and called that good enough. For the druids I took 3 photos of "google image search creepy older woman" and I just bit crushed them, erased half of them, and drew over them / used fill tools to make them 3 or 4 colors. Lots of stuff like that. Fullscreen illustrations took about 1-2 hours each. Each component of the game was very small and fast to do but only because I had a combination of techniques and tools to make it so. The UI was text because that's the fastest way I know to build a UI, the background of the cave and the lodges were solid black because I didn't waste time drawing backgrounds, the cave sky is black for the same reason, I re-use the water in 7 or 8 place, etc. 

I absolutely agree with the screen resolution stuff. I really dropped the ball on that one. I'm glad it's able to work though.

I really appreciate the write-up, thank you for taking the time to write it.

I hope, I wasn´t sounding to negative here. I really appreciate the game. I never was big on M&M (I actually rented the Genesis version as a kid and hated it g), but it is so refreshing seeing a game made in this way today. I believe, that we should deviate more often from the standards, especially the controls. Crimson Desert came out a while ago and while the game has problems, there was so much hate for the controls, which just did not conform to Dark Souls controls. And I don´t see, why this is inherently bad. If we don´t try something, we will always play the same way and that is soooo boring.

Oh no, not negative at all. Very good feedback. When you spend the time writing a long and thoughtful reply I try and do the same answering your questions and sharing whatever I think might be useful. :)