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This looks like a prescient take on GMTK 2022. ;) (I will not repeat what other people said about the merits of the prototype; just that the Game-Boyness is awesome.)

The (meta-)idea feels great and attractive (although this may resonate less with non-nerdy people… Maybe not!), BUT I think there is still something to invent to make the mechanic more original gameplay-wise; as it stands, I think it is essentially akin to "Oracle of Seasons", with the current number replacing the season as the current state. Suggestion: every time some specific actions are performed, the cycle advances by one? So you have to figure out how (and in what order) to act, sometimes. And, some areas could fiddle with the cycle? Not sure about this one, but I am sure there is a way to surprise the player!

Some notes:

  • By the way, is "Felix" a reference to something? I tried looking it up.
  • Ironically, I noticed (through two different runs) that the champion’s required numbers (well, at least the first) is… random. XD I expected to get the same request, but did not (a 1 instead of a 6).

Thank you for your thorough feedback. I was sure I'd replied to your message back when it was fresh, so I apologise it didn't send. I'll need to take a look at Oracle of Seasons.

One of the main issues of the demo is that it isn't clear when a number is being used up, or what the generator is used for. This leads to people assuming random numbers.

When I revisit this concept I'll start with a much smaller area to ensure the idea gets thoroughly ingrained in the player's mind. Then I'll cement the rules of interacting with the RNG. The methods for interaction will change between towns.

The champion's number is based on the number sequence, but depending on where you are in that sequence means they'll ask for a different initial number - this is to ensure the player doesn't get the correct answer immediately by chance.

Felix is just wordplay on felis/felicity (luck).