Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Very well done on this game!

This game is a solid concept with a lot of promise. You managed to get a lot of the cozy vibe you were going for, but the two things that hurt that the most were clock uncertainty, and harsh punishments requiring a full game restart in the event of failure.

First time I played, I was out on the other end of town, exploring quests and whatnot when night suddenly fell, and by the time I got back over to my plot of land, foxes had already killed it.

The second time I played (going through all the same setup and initial quests again), I finally found the "H" menu and was taking my time, reading the controls (best I can tell, this is the only place that tells you how to cycle to different seeds -- I didn't see this in any other menu). While I was in this menu, I was suddenly greeted with the message that the vineyard had fallen, and the game was over -- I didn't ever even see that night fell, but if you're in the help menu while night falls, apparently it just kills your game.

This made me nervous that the game wasn't paused while I was talking to villagers or exploring the rest of the story options, and overall a bit paranoid about what was running the clock, and what wasn't. If there were a more clear pause indicator of when the clock is running, and when it isn't -- that would give me a bit more mental liberty to not feel like I'm wasting time by talking to townsolk.

BTW, I thought "Joe" being the name of the carpenter was a nice touch. :) Not sure if that was an intentional Joseph reference or not, but if it was, then I appreciated it. :)

I would like to try again, but the harsh penalties for failure are the biggest thing that hurt the "cozy" vibe for me -- experimentation is risky when consequences are so high.

The music is pleasant, the townsfolk are nice. Consistency of placement for "Back" and "Goodbye" buttons would help me feel more certain that I had navigated the entire dialogue tree -- a little more polish and quality-of-life (to show which dialogue options still have paths to explore, and which do not) would help the dialog system.

I like the prayer mechanic. Not clear if it does anything or if it's just wasting more precious seconds of your limited daylight minutes, but I still like the animation and everything. Not sure it needs to do anything mechanistically in the game (I never like prayer that becomes a mechanical element in games), but it's still a nice thing regardless.

Overall, very nice job on the game! This is one of the few that I haven't (yet) played through to completion, but it still feels like a very good game. The ambiguity on the clock and punishing me for reading the help or being in menus is what is preventing me from wanting to invest more time into it.

Even so, great work!

Thank you so much for this feedback! I really appreciate such a detailed review—it’s great to hear! I’ll adjust the game’s balance today and fix a few things so that everyone can play through the game and enjoy it.