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DoughDough

2
Posts
A member registered Dec 17, 2020

Recent community posts

The concept is incredibly creative. The full release would benefit from a bigger and longer story that doesn't only include questions about war, but also about diplomacy, village development, intra-tribal conflicts like whether to punish/exile someone. It would be nice to have more feedback on how correct we were in our interpretation. I don't know if the chief should be more specific by telling us which prediction was wrong (hinting at a branching path if we had made a different decision) or if the game should communicate that somehow. Maybe I'm wrong, maybe the fun is in the vagueness. 

Also, as deadvoy suggested: it would be good to have non-seeing gameplay where you talk with the members of the tribe and see how the village is developing. When the chief asks questions like who should lead the raid, it would be really good if we have met all the people mentioned and we know details about them since we talked to them: Maybe one of the proposed raid leaders is a character from northern, cold territories and on the board we spot Fehu(Prosperity) touching with Hagalaz(Ice) so we know he is the right choice to lead the raid...

It would be nice to have the chief ask questions that have more long term implications, like for example, he asks you what to do with the new haul of lumber, and you could interpret that the gods demand a new shrine/totem, in exchange for which they will reveal to you a new symbol for your seeing stones that makes seeing easier and less vague, or you could interpret that the lumber should be used for bolstering the village defenses, which gives you more leeway when interpreting the outcome of a village siege later in the future.

Maybe the we, as the see, are a character with our own needs and we need to do readings for the individual tribe members in exchange for food and clothing... Kind of like papers please, but no timer please.

Great game. Looks good, feels good to play. Nice and smart puzzles. 

Two complaints, though. The sloped buttons are difficult to jump on because of that weird angle. I guess they are sloped so that the magnet would slide off once it had pressed the button, but that doesn't mean that the player character has to interact with the button in the same way.

You could make it so that the player character doesn't even collide with the button and they just have to drive over the button hitbox to trigger it. The game would flow much better like that. Of course if the player doesn't want to trigger the button, they can just jump over the hitbox. Easy peasy.

Also, you should be able to aim and throw the magnet while moving. The game would flow way better like that.

Cheers.