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(1 edit) (+3)

Extremely polished, stylish, and delightful narrative!  I was smiling through finding the page and the introductory content.  

My only thought, if you're interested in making this into a full game -

I actually expected the boss to be able to freely move, and was a little disappointed when I found out I had to attack to move.  I think the premise alone - boss monster abilities to do farming - and your visuals, UI, and animations for the abilities were already so rock-solid that you didn't need the extra dimension of complexity (movement-based abilities on a fixed grid).  I wonder how this would feel as more of a twin-stick type movement, free-controls type of thing, where you could lumber around an arena planting crops with abilities, and maybe have pests that you bash in the process?  But just an idea, maybe not in your original vision.  

Nicely done overall!

(2 edits)

Thanks for the comment and feedback, glad it made you smile!
I get what you say. Not giving afree movement to the boss was a design choice to try to emphasize on the fact that he is clumsy, and even if he wants to farm at the best of his abilities, his "evil boss habits" kick back everytime. And yeah, pests were planned, but time wouldn't allow us to implement them! Free-controls would probably favor a more action-ish game, whereas we tried to lean towards a "puzzle" approach,  if you get what I mean.