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(+1)

- long caveat text on the intro menu, let me click through it!
- cool UI and hazy lore, I know saying it's Souls-like is memed to death but it does feel like there's real weight and plot machinery behind it which I appreciate
- long strings of slowly fading-in text are hard to read, you might want to make it faster or do it on a word-by-word basis
- I wasn't sure what to do when the Cultist picked a fight with me in the street. The screen started flashing and I heard hit noises, so I panicked thinking it was real-time and not turn-based and mashed "punch" until the scene closed. (update from second fight: ok so you just mash Punch? that's fine)
- the art style is cool and well-done, some of the UX is odd though. Like the "hold to return to ash" button, it stayed up for a while and faded slowly and I wasn't sure when to let go of it.

Yep, all of those reports (minus the lore comment, thank you!) are things I should and will work on. Presently, the game just does almost next-to-nothing to explain itself. Clear design just isn't enough when it comes to 'and defend yourself or die!' haha. Sadly, combat's still just a placeholder. I'm in kind of the same situation as Sunless Sea was on launch where I've got a placeholder system in there for now and it's not great but it's giving me time to think of something better.

Suggestions on that front are welcome of course. When you say 'let me click through it' I assume you mean that if you click the text should stop fading in and instead instantly complete fading in?

(+1)

yep, exactly. it's not a huge issue though, I wrote that when I was still in the main menu and the in-game text is easier to read.

(+1)

Aha. Well, I know now where to do some polishing then. Thanks very much, again, for taking the time to check it out and provide feedback!