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(3 edits) (+1)

Thoughts after about an hour or two of gameplay:

Thoughts (mostly positive):

- The aesthetic is pretty great. There's a potential worry of treading too close to the pink marble statue vaporwave aesthetic, and I would say it successfully avoids that. The models are nice, the items are interestingly unique.

- I like the names of the Focus abilities.

- I like the ability to parkour around the map, although that... may not be intentional in some cases. I can get on top of streetlights and find ways to bypass the bottomless pits and get on top of buildings in some cases in a way that lets me see the outside of the map quite easily.

- I like the look of the dungeons, both of the ones I visited-- what I assume is supposed to be the first one, and the one that's just a long hallway with the radio at the end.

- I like the music that exists, it is somewhat sparse, but it works well.

- I like the idea of throwing coins in the river, and the massive piles of coins visible when you jump in.

- I really liked exploring the world and I liked the characters/dialogue in the areas where you could speak to NPCs, particularly the 'art show' above the mall.


Other Thoughts (mostly negative):

- You can't see what your items do when you're in combat, and you can't see what your equipment does when choosing it on the equipment screen (which makes it a pain in the ass to compare equipment). I would humbly request that this description information be visible somewhere other than just when you click>examine in the items menu.

- I think the save/upgrade hourglass being a physical location is more frustration than it's worth.

- I think the save system in general is... odd. I worry there may be situations that you save after getting stuck in an area, and then you're just screwed forever because you saved in an area you can't get out of.

- It's an interesting choice but ultimately, I think, just a frustrating one to make it so that status effects are effectively permanent until you find the specific ways to remove them. Getting ennui and brain fog from one random enemy in a dungeon and then having it... presently, my entire experience of the game session forward is pretty rough.

- The foggy forest areas are quite samey, maze-like and generic, and as far as I can tell, I have no ability to actually hit the eyeball enemies, so my present understanding is that I'll just have to avoid ever getting detected by them, which means it's a forced stealth level, basically? Pretty rough stuff there. It may be fun to some, but not overly much to me.

- I went to an area that was a huge hallway using a consumable item and the first door I went inside took me to... an area I'd already been very recently. So, a waste of the book. No telling when I'll get another.

- The area you get to using the shifting stone on the rubble that has a long hallway/catwalk with a radio at the end doesn't seem to me to have any way to leave except falling off the edge. Luckily, that just seems to take you to a random area ala LSD, but it seems odd. 

- At first, I got the impression that the various cabinets, mailboxes, chests, etc around the world acted in a 'roguelike' fashion, where if I died and came back, they would occasionally have new loot. As far as I can tell, though, if you ever loot a 'container' or other loot spawn, it never comes back, and all that loot is manually placed. I would prefer, given that's the case, that the container stays visibly open or darkened, changed in some way so that I know I already looted it, because I can't keep myself from opening them just in case when I walk by. It *feels* like there should still be a chance to find something.

- Twice, I've had issues with the game thinking that I was falling through the ground and ending the dream prematurely. Once, when I entered combat while falling-- it kicked me out after I beat the enemy, and secondly when I was just walking along.

- There's a weird bug where the game freezes for what feels like a microsecond, but the mouse still moves a bunch, and messes up your jumping/aiming, quite disorienting. Hypnic jerks, if you will. It seems to happen more often sometimes and less often sometimes.

Overall, I think that it left me feeling somewhat lacking. I'd like to see more variety in the initial town that you start in, so the early game doesn't feel so samey. I'd like to see the mazelike areas get less tedious to go through, and I'd like to see future areas. But it's promising - I feel like in a year or so this could be a really excellent, unique dreamlike RPG. At present, there are enough painpoints I wouldn't want to buy it in an early access sort of situation.

Thank you for playing, and for taking the time to write up the feedback, I really appreciate it! :)

I'll respond to bits and pieces of the feedback:

- All of the parkour is intentional! Especially the getting out of the map parts, there's a number of secrets in areas like that. I would be interested to know where you got on top of streetlights/buildings and bypassed a pit, as if they aren't places I'm aware of I'd love to add some secrets there ;)

- I've got plans to enhance the inventory/status menus similar to how you describe it!

- There shouldn't be areas you get stuck in without being able to get out, I would be interested to know if you encountered anything like that in your playthrough! You can always revisit prior save files too! Nothing gets overwritten.

- There are quite a few ways of damaging the eyes, but perhaps you missed those parts - it's tough when everything is nonlinear/optional. It's not supposed to be a forced stealth section, but it is supposed to be hard, and it's an optional area too :)

- Indicating when containers have been looted is for sure planned! The loot isn't manually placed however, it's randomly generated when you first start a new game and persistent in the same save.

- The long hallway and the place with the radio are directly inspired by LSD: Dream Emulator, so ending up in a random place you may have been before is intentional! Some random places you end up are more beneficial than others, and in the full game you'll be able to find many more of those books (you could find more in the demo even, as the loot is all random).

- The falling issue is related to a timer still ticking when the game should otherwise be paused, a fix is in the works for the full game!

- I'm not aware of any issue with the game freezing and the mouse jerking - if you are able to provide any more information for me to reproduce the issue that would be amazing!

Thanks again for playing, and for the really great feedback. I have no plans to launch the game in early access, it will be launched when it's feature and content complete later on this year! 

One thing I will say is that parts of the game are intentionally designed to be obtuse, unfair, and frustrating if you haven't yet found the right way of dealing with them - it's in part a knowledge-based game so the intention is for the player to be experimental, try out different methods/strategies, make note of what they learn, and revisit with the new knowledge. If that's not the sort of gameplay that meshes well with you, than fair enough :)

(3 edits)

Couple other thoughts: 

- I really like the cloud shader.

- I have Mindfulness upgraded to lvl 3 and it still only seems to do 10 determination healing, which is what it did when I got it -- does it not actually upgrade when you upgrade it?

- The spiked helmet seems like it can't be picked up when dropped off enemies. Or maybe it's a candle?

- The hover sound when you hover over menu items is quite intense and can quickly get quite grating.

- The hitching seems to occur when the -1 focus / roaring sound happens.

Here's my speedrun using the probably most egregious parkour skip:




(1 edit)

That definitely seems like a bug with Mindfulness, thanks!! Also with spiked helmet, I'll look into this :)

And wow great job! I'm definitely adding a secret there thank you hahah, I might even leave the whole skip in the full game as it won't end up being much of a skip outside of the demo and is definitely in the spirit of the kind of gameplay I'd like to encourage ;)