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(+2)

The game feels very polished and offers a well-thought tutorial sequence. Art is great, sounds and music is atmospheric and relaxing. UI is good. Also loved the touch with rating on the wall. Core problem I see is a pretty simple core that becomes less fun with repetition. 

1. Tutorial sequence

All the UI was covered and core loop was pretty clear starting out. The only thing I see to improve here could be slightly changing the tutorial section about the quest acceptance. It is phrased like you would always have 2 options — Accept or Decline, but in the game you more frequently encounter A or B quest, not Yes or No. Maybe it is covered somehow, but it was not clear to me. I would suggest putting less emphasis on the type of quest, and more on the "making choices to help the characters".

2. Core gameplay

Gameplay feels fun, with all the immediate consequences (and smart writing, leveling up the drip is legendary). But it becomes stale after the first week when I already played through a lot of encounters and didn't really see a point to keep playing. Maybe some long-term goals could solve this issue. The only thing I wanted to see after a week was the promised upgrade (which only improve the visuals but doesn't add to the gameplay as far as I can tell). Also some new encounters or even phase of Day can make the loop more fun. Like petting a cat / spending money on it or dealing with other innkeeper's stuff like placing the quests on the wall. 

3. Quest communication

To make clearer what quests are about you could use more functional writing (aka Kill the Lich King with subtext — The foe of a great power or smth like that) or tagging quests by their type (aka DnD encounter types: Combat, Exploration, Social) or even suggesting a characteristic check it would involve (but be careful, it can ruin everything cause it would be too clear). Maybe some iconography could help, but still remain not obvious and direct. 

Overall

Good game with a potential to become more than a Jam game, if enough work is put towards keeping the player engaged with different activities that suits the theme. Choices are fun, but only making choices between two options becomes less and less interesting as you play. "Papers, Please" is a great reference on how overarching narrative and long-term goals can support the simple core. Maybe you'll find some more inspiration in how they tackle difficulty curve to always raise the stakes. 

(+2)

Thank you so much for your in-depth feedback, I absolutely agree with and really like your ideas! Totally agreed with the fact it gets repetitive after the first week, I think something like having other activities and things to do through the day/week would definitely help, as you mentioned. And the quest communication, I couldn't agree more, definitely icons is a great idea, but I really love the suggestion about tagging and functional writing to give it more meaning/flavour.

I really appreciate you taking the time to play and give so much insight, and thank you for the kind words on the music and artwork!