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A member registered Aug 31, 2022

Creator of

Recent community posts

Thank you so much for looking past the rough edges and truly seeing the core vision behind our theme interpretation! It means the world to us that you caught that loop of the player’s mistakes feeding the boss.

You also completely nailed the critique about the UI. It felt too detached from the dark atmosphere we built for the environment and the figures. In fact, we are working on a complete design overhaul for the interface right now, replacing it with textured iron, stone, and ash elements to make it feel like an actual, physical tabletop game.

Thank you for your empathy, your brilliant notes, and for being such an awesome part of the dev community. Best of luck with your own projects! :D 

Thank you for the feedback and on finding that map escape bug!

You hit some great points. The asset cohesion and the complexity are two big things we are fixing right now. 

Thanks for playing and for helping us!

Thanks for the support and for keeping us motivated!

Hey buddy!

Thank you so much! You are totally right, a proper tutorial was the biggest missing piece due to the tight Jam deadline.

Thanks for the support and for stopping by!

Thank you so much for giving it a second shot and for the compliments on the art! It means a lot that you came back to figure it out.

Here are a few quick hints to help you master this build:

The Cycle: Yes, you've got it! You must Burn cards from your hand to generate the energy required to actually Play your attack cards.

Watch the Rage: Keep a close eye on the Boss's rage meter. Some cards are designed specifically to lower or stall that rage before it overwhelms your hunters.

HP Management: Don't waste energy attacking if a character is sitting at 1 HP; balance your energy between survival and burst damage.

We are actually addressing this lack of clarity right now. We are fully redesigning the game into The Long Hunt, shifting from this confusing real-time rush to a clean, turn-based digital tabletop setup with clear movement and action phases.

Good luck on your next runs, and thanks for sticking with us! :D

Thank you so much for such detailed and constructive feedback! It doesn't come off as negative at all—it's incredibly helpful.

You completely hit the nail on the head: the lack of a tutorial and the chaotic real-time pacing really hurt the experience, and your idea of playing as the Boss defending its ground sounds awesome.

Reading this is great validation for us, as we are currently redesigning the project into The Long Hunt—moving away from that confusing RTS rhythm and shifting to a turn-based digital tabletop approach with clear phases and time to actually think. Your points confirm we are on the right track!

Thanks again for helping us make the game better!

Thanks for playing and for the feedback! You’re completely right; being an innovative concept, it definitely needed that tutorial to lower the barrier. Fitting it into the jam timeline was tough, but we are glad you see potential in the premise and the future of the game. Thanks for the support!

Thanks for the feedback and the advice. You are totally right; we got too excited about the core idea and struggled to cut content in time, which left us with no room for polishing or adding a tutorial. Lesson learned for the next jam. Glad you liked the art and mechanics. Good luck with your game too! :)

Hi there! Thank you so much for playing our game and for taking the time to leave such detailed feedback. We really appreciate your kind words about the UI and the card selection screen!

You are completely right about the tutorial; it’s definitely something we missed due to the tight jam schedule, and we realize now that the mechanics can be a bit overwhelming at first glance.

To clear up the confusion: in The Long Hunt, you actually control both sides of the hunt alternately, reflecting the cycle of the theme! One phase manages the Hunters' strategic movement, and the next triggers the Boss's brutal reaction based on your inputs, which is why those keys and card burns control different entities on the board.

We will absolutely take your feedback into account for a post-jam update to make the gameplay and the interpretation of the theme much clearer for everyone. Thank you again for your honesty and support! :D

Hello, I'm glad you liked it. The truth is that we were quite upside down with the implementation of the functionality. It was in our plans to introduce a tutorial subphase but due to time it has been impossible for us. However, thank you very much for your feedback :D

Thanks for your comment. If you can delete the dialogs, you do it with the left click. If the theme is present throughout the game. There is a narrator who acts as a "Guide". Try again and discover the secret :)

Simple and very polished gameplay. I like that when you lose the boat stays sailing but no obstacles appear and the bar does not progress. Good game. I invite you to try ours and see if you are able to overcome it :P

Pretty fun and simple. It also follows the theme in a very interesting way. And most importantly, it is very balanced. Now I only have to challenge you to see if you are able to "complete" my game :P

Very interesting and fun. I really like how you used the theme in the game. I encourage you to try our game and see if you are able to see all the endings :P

I found it very entertaining, Blinding of Isaac style. I missed that there were more weapons to use. But art and mechanics have seemed very attractive to me. Good job!

The mechanic is a very good idea and is very true to the theme of the JAM. Good job!

Simple and quite entertaining game. It's pretty true to the theme of the JAM. The art looks fantastic. Very good work!

very funny, you have done a good job with art and mechanics. Good job!