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(1 edit)

I've been enjoying the game so far, lost the progression cuz the browser didn't keep the save, that's on me. A few suggestions and observations:

- Instead of having to mark/unmark the quest, I suggest listing the quests available on a "!" tile.

- The DC checks, items/equipment, modifier have numerical values, but your character stats has a description. It's not clear if it's worth rushing for gear. (Or maybe it's intentional and my character is just too dumb to see numbers?)

- I thought the resources collected where tied to the location of the camp, turns out it only matters when you craft. Honestly I don't even mind. Having to cross the entire map just to sit on a mountain tile that has no food and collecting stone for several turns, would be a nightmare.

(1 edit) (+1)

Thanks for the detailed feedback and for taking the time to write this out.
-Yeah i  think i could add something like that, at least as an additional thing
-This is a slight mistake on my part, as up until now i had the game start you in "Immersive stat" mode. To get the pure numerical values, you can turn it off in the Settings menu(bottom right corner next to the save button)
-Haha, true enough. In the original implementation I toyed around with the player needing to craft individual materials in the related tile, but after playtesting it myself a bit, i found i enjoyed the current implementation  more with the current game loop. I might revisit it if at some point in development if camp migration becomes easier/covers more ground in Age 1