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A fun, original concept. Lovely art style. Dialog had a running theme and a cheeky style that worked with the tongue in cheek tone.

There was a strength in the writing that I felt that this could have become a play-by-choice disaster management game where unique disasters give you 3 options from which you choose, rather than using development time on travel times and managing resources.

Playing this felt like an excellent play-test for something that should become a larger concept. The starter of a gaming main course to come, perhaps?

Some points to learn from:

- There's no skill expression possible. You take a guess at whether a resource will solve a problem, learn the answer and from there it becomes a memory puzzle. Fun for a single play-through.

- The travel system means that some problems are arbitrarily completely unsolvable due to resources never being able to reach it. Losing by interacting wrong is fine, losing because you aren't able to interact feels like you probably didn't intend that to be a thing.

- The core gameplay of making it to '100' days without the Kingdom collapsing conflicted with the narrative. I suspect some people will have rushed to get through as many days, without reading the rich text provided.