they are so cute! the first page is these strange circles and grey lines, and I just can't figure out what they're meant to be. terrain? bases? how do they go together? why are the circles connected by the bars? do you have pictures of the intended result?
Fred Bird
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i recorded food as tally marks so i can tell you i rested 23 times, and visited 37 unique hexes. I actually met the pilgrims on that 37th hex, so that was a cool point to stop. the part i had trouble understanding was the weapon degradation, but it seems I understood it correctly. I hadn't been sure if it was a number of uses or if it actually got weaker each time. limiting the total weight certainly would curb the infinite progression from multiple angles, it's an interesting thought. I'd mark individual weights: 1 per package, weapons and armor 1 per x, etc.
I don't think giving the worms more range would make them more tactically interesting, but who knows. also I think it's okay for the game to grow beyond the one page limit. clarity and practicality need the space, and I feel the game's grown beyond those bounds already.
I enjoyed coming up with lil pictures for all the hexes and the things i encountered! for some reason I was surprised the game didn't come with PnP thingies, something about the vibe screams for them haha (although I would have still drawn my own)
i quite like this game, though it has some clarity and balance issues.
the start of the game is incredibly hard, which is fine, though i had to reroll the placement of enemies on my first encounter because they half of them spawned right next to me, which would have ended the game before it started. all in all, procedural generation could use some tweaks and limits. towns kept spawning next to each other too, which I vetoed. also the worms suck to fight. they're tedious to roll for every turn, for them to never spawn anywhere near me in the encounter. also rolling a single dog can be a relief, but is rather uninteresting.

once you get going though it snowballs quickly. there's little limit to how many contacts you can make, which means how many jobs you can have, and no inventory limit or time restriction for deliveries. this means you can easily stack up jobs and make BANK. I limited myself to 2 contacts per city, which seemed reasonable, but still got my weapon to 56 and armor to 20. Once you get enough cash, food is no problem, and so stealth on every turn becomes feasible.
some rules were hard to understand: i didn't get the jumping over obstacles until I watched your videos, and still am not sure how deterioration of weapons works. though past the first couple encounters that wasn't much an issue.

despite any of this, the game was very enjoyable. I like the feel and a lot of the ideas, and the moments of tension do work quite well in the first half. some of the encounters were tricky and fun too. I'm thinking applying some of the extras to the base game might be good, I didn't try any of them because navigating between files on my phone would be a pain, but they look cool, and things like the reputation and handlers could potentially solve some of the balance issues. I'd have to try.
I hope you keep refining this, as there's a version of this game which is truly amazing, and you're pretty close to it.
yeah that did it thank you!
https://fredbird.itch.io/kmdc8?secret=uJEtBFIj04nfkQBuHCgwlZ25j8Y
The art is cute, the idea of the clocks is fun but doesn't work very well, the controls are slippery, the camera lags too far behind, and the hits out of whack. Because of the text at the start, we thought we had to break the clocks, which we found was a more fun goal, but eventually we found they're for stopping time except the hitboxes still hurt, which goes against the functionality.
https://fredbird.itch.io/consume-evil
Finished after a year of procrastination!
Armed with a divine sword and a ravenous appetite, rid the world of the abominations that plague it. And maybe make some friends along the way.
CONSUME_EVIL is a platformer all about dodging and weaving through waves of projectiles using a short-range teleportation skill. It's also an interactive fiction with five unique "romance" "storylines" unlocked through gameplay.

































