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AllysonIng

4
Posts
A member registered Oct 01, 2024

Creator of

Recent community posts

I really enjoyed the game overall, especially the interactive elements! It was nice seeing the text scroll through as well as having the different options to select through. It was cool that you added achievements as well, and a way to have players check off the different things they had to say while talking to the customer. I enjoyed the individual actions the player could take, it reminded me a bit of a life simulator. Each choice doesn't have much impact on the results of the game, but I think that adds to the quiet and cozy vibe you're going for. 

The impact is usually immediate with a different dialogue option appearing as a result. It could be fun seeing relationships form between characters if you choose to develop this game further! Each choice doesn't have much impact, but I think that works for this type of game. 

I enjoy the amount of information given for each outcome. It's just enough, and it's nice seeing how the player can interact with NPCs and their environment. 

I never was unsure of what was expected of me as the player, I think you did a good job setting up the context at the start of your game, well done! :) 

The only minor technical thing I noticed was that the achievement would stutter a bit while the text scrolled in. I'm not sure if this was intentional or not, but something to keep note of!

I'm a little lost as to my purpose as the player in the game as I noticed that most options gave me the chance to backtrack and try everything. I liked that you added in the arcane energy as a means to limit the options the player chooses and to add more risk behind what they do, but I noticed that there are some spells that could be cast to regain the energy at no cost. This took away from the importance of each choice (though it did let me try everything which I appreciated). Your game takes into account collective action which I enjoyed.

While I was trying to figure out the different routes, I noticed that the more spells I cast and things that I activated, the more options I had that were available to me to choose. It was fun going back and forth seeing the different routes I could take and how these choices impacted my situation. The impact of each choice isn't felt immediately which I think adds a lot to the game play. Some choices let you find a new route immediately while others appear unexpectedly. It's a nice variety, 

At first it felt risky with each thing I chose to try out or activate because of the arcane energy, but that sense of risk was lost once I realized I could replenish said energy. Despite that, it's interesting to note that certain choices, if not taken, would block off routes the player wouldn't have been aware of existing. 

Each potential outcome gives the player a lot of information. It's nice seeing a mix of story line and technical information being given as to what the player has done and how it has impacted them. 

I was unsure of what to do when I first started the game, but the more I played, the more everything came together. I think it would be nice seeing more story or understanding as to what is happening/what situation the player is in. It could also be good to find a way to balance the two worlds a bit more and have them intermingle. 

Overall a sweet game with some unexpected twists. Well done! :)

I don't know how many times I can fall asleep, but I think it's funny that I can continue spamming the option. It could be good to add a small bit of script that let's the player know that there's nothing else to find after a certain number. (Unless you did and I didn't get that far haha). Just a small note, the images you uploaded through google drive aren't available to see, by setting the share options to public, I believe that will fix your issue! 

I think it's interesting how you use individual action for your choices and that changes the outcome of the endings that are available. Each choice doesn't feel like it has very much impact until the end, specifically in reference to the options the player has when choosing an item. After choosing an item the player finds themselves going through every option no matter what they choose to progress making the choices feel less risky.

It's nice that what you choose at the end changes the outcome of the story, but I think it could be good adding more information and story between each route to feel more impact as the player moves along! 

The information given for each potential outcome is a pretty good amount. I like that you added descriptions for what happens and how Luna reacts to what you do. I think it could be nice having a bit more dialogue and story for the aftermath of each choice! 

I wasn't too sure what it was expected for me to do when I was presented with the objects as I wasn't sure where the story was going. I appreciate the little details in the story though and found my was as I explored. I think a bit more story to become more emotionally involved with Luna would be good as her introduction was a bit sudden, but overall I enjoyed the game! Nice job! :)

I enjoyed the story line of your game, it was sweet and easy to follow. It was interesting how the player had to find a balance between good and earning money. I think something that could be interesting is putting more emphasis on balancing the two, to create a situation where there is more risk in the player's choices. I think an initiative as to why a player would want to go one way or another could be a fun way to explore a morally grey area. 

Your game focuses on the impact of individual action and how it impacts the characters in the game. It's fun to see how what you choose changes how the characters interact with you as well as the situation you find yourself in. The impact of each choice changes whether you get a good ending or not, and while the impact is felt immediately, I appreciate that there are options to backtrack. 

Each choice doesn't feel risky enough to me, I think it could be beneficial to have options that doom the player from the start, or makes it extremely difficult to return to your old path. 

There's a good amount of information given for each outcome! It's nice seeing descriptions not only of how other NPCS react, but how the context changes. 

There's a good number of choices available, but I would like to see more in a morally gray area where it's difficult to determine the outcome. 

It was easy for me to navigate through the game, everything felt very straightforwards and easy to understand. 

At some points I found myself surprised by some of the results of the actions I took. Especially when it came to breaking the heirloom or not. I originally went to break the heirloom to accumulate as much money as possible, and when I went back to try a different path, I was surprised that breaking the heirloom was the most viable option no matter which route I took. 

Overall, I think your game is very sweet and well done! I think expanding the different possibilities and routes the player can take would be a good way to add on to your game, as well as increasing the risk of each choice, but overall it was sweet and to the point. :)