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Slightly disliked it in the beginning because the desert areas were a bit too monotonous and open, resulting in some confusion. But I stuck with it, and I'm glad I did.

I found all items and the genie, and was quite OP on the lower floor. The Nyarlathotep fight, while not exactly easy,wasn't difficult either.

Adding some landmarks to the desert areas would be nice, and I suggest making Nyarlathotep, and the enemies on his floor, just a bit tougher. But then again, I don't know how balanced that would be without the genie and the secret weapon.

Will we be able to import the saves into the next chapter? If not, I don't see the use of all the crafting components. Or I missed something.

Hey Oknodian Games,

Thanks for your feedback! Yes, the beginning lacks specific directions, and that was our intention as it mirrors classic Spaghetti Western films. However, I do think it would be a good idea to make the player's goals more clear and maybe add some more landmarks as you say.

Without the Genie and magic sword the lower level and final battle are pretty hard, but I will take your suggestions into consideration when we do an update (hopefully soon).

We are hoping that saves can be ported into the next chapter, but that will likely only work with a downloaded version. The level designer was just thinking that the world felt more real and filled out with the crafting items, and we do hope to add a crafting component to the game with the second Episode.

Again thanks so much for playing and your feedback! We will try to incorporate as many improvements as possible with the next update.

I never used RPG Maker, so I don't know what's (im)possible to do with it, but maybe you could make the lower floor and Nyarlathotep difficulty increase/decrease to a degree, depending on whether the player has the sword equipped and/or found the genie.

Now that I read your response, I know what your intention with the crafting components was, and it does make sense, but as a player without any insight into the development cycle of the game, I saw crafting components and expected that means there is crafting in the game. I don't know if RPG Maker supports the miscellaneous type of items whose only purpose is to be sold, but if it does, my suggestion is to make these flavor items that type. Then, introduce the crafting components in the same episode you introduce crafting itself in. If that's not possible, maybe add a notification to this first episode that crafting will become a thing in the future.

The biggest problem with the first desert area was that I was running around in circles, and was interacting with the same cacti a lot of times. Adding a few distinguishable features to the first desert map would be great, so people know they'd already visited an area. Lacking specific directions is fine since El Cid was there by accident.