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(3 edits)

I've just completed my first run. I am aware it's not the whole game.

The game felt a tad easy. However, it might be because I was lucky? I don't know how the average generation turns out, as I completed on my 3rd attempt (I think? roughly, bad at counting). I'll have to play much more to know. Here are some of my thoughts so far:

Healing seems too strong. I feel like it trivialises certain aspects of the game. This is especially so when acquiring more than 1.

Being immune to bomb also feels really strong too. I only had to fight a few enemies that exceeded my attack because I would just dance around bombs when I encounter something that is too strong. Many other items are also strong, however, they require tokens to utilise. Perhaps deducting a token for each turn it protects you would be a viable balance?

Additional health never feels worth a slot. Although this might be because I'm not experience enough to understand why it's good?

First world is feels a little too easy. Hence, it might run the risk of feeling repetitive/tedious because it's the stage where you always need to get through. I feel like there is a difficulty bump from world 1 to 2? And if world 1 is very slightly more difficult, it will balance be a smoother curve. Edit: I take back what i said about first world being too easy. As someone else mentioned it really depends on the first few enemies encountered. It can be very hard, or very easy. Hmm :)

Edit Edit: Still not quite sure how i feel about the first world, there is something about it that I kind of dislike, maybe it is because the decision tree isn't as varied? And as a result, it feels like I am not making enough meaningful decisions.

This might sound silly but, I feel that the "escape" thing which looks like a sandcastle isn't communicated well: I ran around the entire map looking for the exit before realising it's the sandcastle I need to get to. It will probably only affect first play-through but still...

Turns seem like a weird metric for leaderboard scoring, but then again, it's pretty hard to come out with good metric for randomly generated games. :\

It bugs me that walking into dome takes a turn while pressing E doesn't. :P

Additional health never feels worth a slot. Although this might be because I'm not experience enough to understand why it's good?

I agree, if it gave you the extra health at the point at which you equip it, then I could see it having uses - sometimes you just need an extra health. The game would need to remove that health if its unequipped, and maybe not let you kill yourself... but it would make the extra health cards relevant...