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Thanks for playing, and that's awesome that you were able to get through, haha :D

We were glad to be able to build the little algorithm to have a controlled randomization of the ritual recipes and the ingredients that were spawned in the house. Being able to play through more than one time was something that we thought was important for a small game of this type.

And yeah, the environment and the monster mechanics, because they were created simultaneously and building off of each other over the course of the jam, there ended up being some portions of the house that were less prone to monster navigation. Moving forward, we could spend some time making parts of the environment more uniform (both in size/shape and in their distribution in the rooms) to meld better with the gameplay.

The items definitely need a pass on how they feel in the world. At first they were modeled after larger world objects that would make sense to have a kind of heavy feel to them, but then we never got back around to cleaning those up. Spending some time to make them noticeable and have some affordance that they can be picked up, while also making them less of a hassle to move around, could help a bunch.


I could see the rooms staying a bit asymmetrical, it was nice to know "phew I'll be safer in this room" or for example the hallway "oh man I hope the monster is not at the other end of this."

Item clunkiness could potentially be used as a variable, like "ah this item is really important but its unwieldy and ahh the monster is after me" feeling, but yeah!

Ah yeah, those are some nice ideas to play around with! We will have to play around with that a bit when we pick this up again :D

Thanks again!