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I like how many verbs you have in the game and how you work with elevation in the maps. It does make them come to life quite a bit.

There are a host of things to pick up too, but there, I think starts my problems. I didn’t quite understand the split in the inventory, why some slots had numbers and others don’t. I got the feeling that a big part was just picking up stuff which meant no real reason to keep reading their info. Also especially since the system confused me and there seemed to only be two slots that did things to my available actions. That meant quest items maybe got stuck there and in that big heap there really wasn’t a way to try which interacts with what. And since people would go through their standard loop if you interacted with the wrong thing, it taught me not to do that.

The movement felt a bit sluggish at times and so did the fights, due to excessive queuing up and not clearing queues when bumping into things or fights ended. But the jumping and scaling and peaking over ledges was really neat.

I was also a bit fumbling grasping the world. Why did we end up at a smuggler’s den after being shipwrecked? Why was there a village just outside and everyone was fine with it? I’m not saying the questions need be answered questions, but it might have been part in becoming lost and not knowing where to continue.

Play-through (but I accidentally had chromium muted so I got no game sounds):

Hi there, thanks for the comment and constructive criticism. The gist of the problmes is just a lack of time in such a jam. Yes the two slots on the left give you actions, the other slots of the arsenal give you their passive effects. So you could for example load up with items, which give you poison damage and poison duration. The system I envisioned was a bit grander with more moves, area effects etc., but well…time issues ;)

But you just had to explore the town a bit more, there is an exit to the cultist castle. Maybe the game is jsut a bit too dark. Anyway, thanks again, especially for even making a video about it.

Oh I never noticed that exit. Yeah, the darkness might be from my monitor, but also felt like there were invisible walls in some places around the village edge, which probably meant I needed clear ways to walk to trust them.

I think what threw me off with the inventory a bit was that the compass ability was gained when just being in the inventory.