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Played for over an hour and change, like 6-8+? weeks I think. Didn't read the 42 page manual :^)

*Controls are pretty bad on a controller, why is accept on X? I decided to not alter them since I try to acclimate to whatever default the dev intended.  Also only keyboard prompts on the UI? Way to beat me while I'm down.

*A lot of bonuses to choose from in the creation menu, though I wish there were better descriptions to know what a given skill does. Negative traits that allow for more bonuses is cool, though I didn't touch them myself. May be a good idea to have a default list of bonuses preselected if you want to nudge the player in their first run to have an easier time.

*Initial tutorial with Billy was pretty good, the ? tutorials not as much, but I managed. It would be nice if they didn't disappear, just in case I needed to reread it. Maybe have them change color, gray out,  instead of disappearing? 

*I like the detail of equipment affecting the main character portrait. The UI is serviceable to use, a bit busy.

*I first explored, though my skills were so low I couldn't pick anything up besides some item pouches. Found the church cart cutscene and went into the town in the next area, which I can't remember the name of. Having a fast travel sign is nice, cause it took awhile to get there. Wish running was a thing so it didn't take long to go somewhere. It also feels kind of mean to take food on fast travel, since you have to waste minutes of time walking if you want to min max and not waste food for a week. I checked out the church in the cliff, nothing seemed to be there but that one girl from the cutscene, I left and went back to home base. I'll bring up that the game mentions that we gain mood from talking to NPCs once a week, but it isn't apparent. Maybe have an unobtrusive popup when an action does something to the player's mood?

*Back at base I learn some more tutorials then make my way to Billy. I work and my success rate is really bad. The next week I follow the advice of the john guy in front of my house, paying to learn new skills so I can actually farm and harvest potatoes. I then do some scavenging outside before doing a few rounds of practicing farming with Billy. At some point he goes to town so I use the sign to get to him. Talking with NPCs at the inn I was disappointed to have no one who would train combat, since I wanted to be violent and the first enemy, the chicken outside my house, clobbered me big time. 

*Eventually I had a decent 50% success rate with the farm job and started farming at home base. I saw the cutscene with the undesirables and Billy, somewhat interesting but I assume it's just the first part of that quest line. I did some wandering then decided to stop there. 

Interesting mechanics from what I saw. Just wish it wasn't such a pain to walk around to get the 'weeklys' before you end the week with a job/training. At the same time, I can see how it makes the island feel more like a place, than a glorified menu you walk on. But some running mode would be better than nothing.

Neat little game, hope to see it improved upon.

(+1)

Thanks for playing the game.

Controls are pretty bad on a controller

Sadly, there is not much I can do about that. Default control scheme is not good and there is no way to change it since it seems to be hardcoded into the engine. However, you can change them by pressing F1. I think the game says so in one of the hints, or maybe in the initial control screen. 

Also, I don't think there is a way for the game to detect if you are using a gamepad or a keyboard, which makes making UI prompts slightly more difficult, especialy with the limited ingame resolution. It will investigate and think of some solution.

I wish there were better descriptions to know what a given skill does

That's pretty much a problem with most rpgs that I played. You create your character first, but there is no way to know what the game is about at that point. I will fix this by adding longer intro section introducing all mechanics and you will get to pick the traits at the end of that section.

Also, traits are a very new addition, so the game is balanced around having none at all, which is the default.

It would be nice if they didn't disappear, just in case I needed to reread it

I tried that when I was making the hint system and it didn't really look good. There is way too many of those questionmarks, which is anoying. Good thing is, it nudges players to read them so they dissappear. 

However, being able to reread them seems important, so I will probaly add every hint you read into the diary, which is pretty much useless now anyway.

The UI is serviceable to use, a bit busy

Deffinitely something I will be working on. The 640x480 resolution is a big limitation, but it's not that hard to work around that.

Wish running was a thing so it didn't take long to go somewhere

There are several ways to be faster, they are just locked at the start to make players actualy walk around a bit and get used to where everything is.

You can pick a trait that allows you to run faster, you can get speed potions, you can buy a motorcycle or you can get mutations that make you ran faster. You can also unlock shortcuts, fast travel and even set custom fast travel points. As you progress, you spend less and less time walking since you start unlocking all of those options.

Fast travel costs food, but not that much and you can even get a trait that makes it free. Again, this is to make people walk everywhere at the start of the game to learn the map. As they get better, they will use fast travel more often since food will stop being an issue.

Maybe have an unobtrusive popup when an action does something to the player's mood?

I had a system for that almost ready. It's comming.

I was disappointed to have no one who would train combat, since I wanted to be violent and the first enemy, the chicken outside my house, clobbered me big time.

Pretty much everyone I saw  playing the game got killed by it. It's becoming some kind of tradition. 

Olaf, the bald guy, can increase your physical stats a lot and on top of that, you can exercise in your hideout to get stronger too. Weapon skills can be increased early on in two ways. There is a training dummy near the bridge with the guard. You can use it every day for free.  You can also tell Billy to follow you and he will help you fight. He kills most weak enemies alone without any problems and you still get some XP even when you yourself deal no damage.

And that pretty much covers it. Walking is a pain at the start, but that's intentional and it stops being a problem rather quickly. You make a character, fumble around and learn the game a bit. You either continue or you make new character, fix the things you don't like with the traits and start again. This is not ideal and the intro section will fix that.

Again, thanks for playing and commenting.