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(+1)

I loved this and played it all the way through! Very wholesome story & cute art.

The mechanic of collecting attributes of an object and using them on other objects to transform is really cool. Some suggestions:

  • At the beginning I was trying way too hard to pick up the branch itself instead of the flammable card. Not sure how exactly, but there should be a way to communicate the mechanic better upfront
  • To prevent the player from picking up everything on their way and having way too many cards, you could limit the 'card inventory' of the player to a max number

Congratulations on the project!

Thanky for the compliments, really appreciated. And for taking the time to give such thoughtful feedback.

To your first point, it might be a good idea to let the (!) mark jump to the right side grid panel (or a marker with a mouse cursor, to advice the next action), as soon as player interacts with the branch. In that case, the marker would continue guiding the player to the next step  as it has done before.

The limited inventory might prevent players in unlucky cases to pick a token that is needed in a certain moment. I was thinking of "unlocking" the interaction with certain items only in the moment, when the  corresponding quest had been started. What you think?

(+1)

1) Yes, that would be a good solution

2) Unlocking object interaction might work, but it could also become frustrating for players when they reach an object but can't use it yet. I'm not sure how to tackle this best.