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Hope I'm able to articulate well enough,

In its current state combat feels rather swingy sometimes causing it to end fast, sometimes with crazy numbers involved... Then again so did pokemon mystery dungeon shame we dont have our meat shi... i mean partner to take hits for us.

At 100 lust it takes a bit too long for the player to err releave themselves resulting in an instant scene with the next hostile to get close or a long wait shame that cant be done on command at high values...

Love orbs seem abuseable to err make love not war back to back for as many as you have... gets you in the mood indeed eh.

Healing seems to be ridiculasly scarce... but thats likely my bad luck kicking in mentioning it anyway in case its not, although one thing that does seem rare is apples funny enough...

Also for laughs I got as cursed as possable one run... seems there is a limit, as much as I don't want to mention this... you may want to put a check to see if the price was actualy paid, so the player cant get "free" items they do help a lot...

perhaps give the player some starting supplys each run to limit rng involvment slightly, guess theres going to be a town or something later to buy them.

As for the de evolution one take it that would be a bit too much on spritework thats understandable as far as I can tell this is a solo endever dont want you to pull a depression spiral. Hope you have fun making this as much as I enjoy watching projects like the get made, ending this with a simple good luch have fun.

Thank you for the feedback!
I can definitely agree with most of this.
For the next version I already included a way to heal more quickly and some starting items.
Might include a way to get relief "on command" as well!

Though I am not sure what you mean by checking if the price of the trades was paid. The game should already test if the player is able to pay the price and not even open the deal if they would be unable to do so.