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Overall, cool game concept. I like the induction and needing to blindly work my way through.

I like the art a lot. I think it sets a nice tone and thematically is really pleasant. However, because it's so text-heavy, I find it hard to read and focus. I'd also say I had to rely heavily on the submission page for instructions and guidance on what to do next. It could be that with the UI all right there at the beginning, you had to piece that together on top of piecing together what the game was going to be. My first suggestion would be having a middle ground of flavor text art and legible reading text. -- The content was amazing and painted a beautiful picture. 

The second would be pacing the player in difficulty, like start by deducting two or three stones and then working your way up to four, five, and six. That way, the player is gradually introduced to the concept as they work their way into the bigger, more lavish battles your world alludes to, which is really cool. And finally, I would like to know what I enhanced the swords for in the battle report, rather than having to go to my completed order to find the name (which might have been a legibility issue) and then going back and forth. I get that's part of the deduction, but there was a barrier there that was harder for me to overcome.

But all that said, I really enjoyed playing it. Great first game jam submission, and yeah, keep it up.

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Wow, thank you so much for taking the time to write such a deep and constructive review! This is incredibly helpful for our team.

You hit the nail on the head regarding the battle reports! It’s actually funny because adding the rune icons directly into the Battle Reports was one of our top post-release patch ideas!

Originally, our design goal was to make the "Completed Orders" list more meaningful, forcing the player to cross-reference and double-check their blueprints. But during our own playtests, we quickly realized exactly what you described - it creates an annoying friction barrier and too much back-and-forth scrolling. We will definitely bring those rune icons straight into the battle reports in the next update to smooth out the UX!

Your suggestion about pacing the difficulty (starting with 2-3 elements and scaling up to 6) is absolutely brilliant! For a jam game, we had to dump everything on the player at once, but for a full game loop, a smooth onboarding curve like that would make the game so much more accessible. After the initial feedback, we were thinking of just doing a basic tutorial level with 2 runes, but your idea of adding progressive complexity levels (starting with 2, then 3, 4, and so on) sounds way better and more engaging!

We’ll also look into better font readability and maybe separating the lore fluff from critical mechanical text. Thank you again for the amazing feedback and for helping us make the game better! 🔮