Thank you for playing! I have a few future plans which I hope will scratch the urban exploration itch, let's hope I make it that far 🤞. Noted on the music
Fleefer
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I have a bit of a TTRPG background, mostly in OSR stuff, so I thought I'd take a crack at this. I was not prepared. Some note I made while playing the game of my raw thoughts:
- Brother made a 233 page pdf wtf
- How do I fullscreen, alt-enter works I guess
- Is Brock white Obama?
- Lots of talking, I want to get to the gameplay.
- Turns are intuitive and make it sense for what the game is. Gameplay seems good.
- Holy fuck I'm over here fighting jaguars and baboons.
- Now what? I've checked out landmarks and such, is it all just combat?
I guess it's OK, seems like a weaker neo savenger, and the skill system is nice. Plot-wise, I'm not really invested. I think it's more of a case than show not tell. I know there's a world here, but I'd rather not read a lore book. I'd like meet characters that drive the story and figure out the world as I play.
First impression is I like that your game starts with the audio settings right there. I did this too since too many games nowadays blow out my eardrums on boot. Shows you care.
Full disclosure, cafe games aren't really my cup of manastorm, so take any feedback with a grain of salt. Also it's super early so I can say much
I like the idea of magic being used to make drinks in a world with magic, I'm not sure if minigames is the way to do it, or if there should be recipes with steps at various stations, like overcooked. The memory card game seemed the least magical (and fun) of the minigames, maybe it can be tarot cards?
Movement was also weird, maybe remove the arrow showing the path and the sound effect? Those might good for debug, but kinds weird in-game. Super early though.
I liked it, overall pretty cute game(s). Is there a plan to tie the stories characters together? Would be nice if progression did more than unlock the next quest. Like if the stories moved forward and the games built ontop of eachother or if you could get some currency to spend .
I did have some issues with the pillage game, visually I liked how movement felt, but I had a hard time figuring out what was actually happening.
Also you tricked me on the spelling puzzle!
I liked the idea, and as a standalone game it's enough as is. This could also serve as the intro to a game in this setting though.
The ending is nice, but it's not as an impactful of an "oh shit" moment as it could be. I was instead confused about why this happened, and the log in the UI felt a bit cheap. I know it was foreshadowed, but would be nice if I cut myself off just from the logic of the puzzle I'm in, rather than something external. Like if I was entirely responsible for the ending and should have seen it coming if I were smarter.
That being said, if this is the intended intro to a longer game, and the goal is to fix the situation, that's fine I don't mind it, and it's a good way to introduce a unique danger to the game.
Technically the game ran fine, but I had a hard time setting the resolution to be the correct value in-browser so I just played on the default settings
Thank you for playing!
At this point there is not much content left to see and the hotel is a WIP. . There should also be a half finished stairwell in a corner of the basement you can use to leave.
To take the camera out, press 2 (I will add that to options menu). As for the shed, it's just past the picnic benches where you started.
