Thanks for playing and for your feedback! I'm glad you enjoyed the gameplay and the writing. Cheers!
HowdyStranger
Creator of
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This was a charming little game. Though the random encounters were a bit too frequent and there was some unclear things like the crafting and skills that didn't have descriptions. But I enjoyed the unique sprites for the villains, and would like to see more of that style in the game. Also the familiar looks like Riot's band mascot, Johnny, the Mighty Tior.
Cheers!
I love the concept of this game, but there is a lot of unnecessary steps to do many actions (ex: using the same key to open the door over and over when the door could be left open.) and a lack of communication on a lot of mechanics (ex: the alchemy symbols requires people to google what they mean). Also couldn't tell if I was applying the elixir to what I'm pretty sure is the everbright plant. Seems like when we apply the salve, it ends the game. Which I couldn't tell if that was the actual end or we died from touching mercury. If you continue working on this project, I would recommend adding a way to understand what the symbols mean in game and give more visual indicators on what we are doing. Overall, It did feel rewarding when I figured out some of the puzzles like making the quicksilver. I do like the idea of the game a lot and it does feel like a proper alchemist experiment. Cheers!
The historical premise makes the game very intriguing. I like the presentation and the combat was enjoyable. Although the combat was mostly pretty easy to intuit, I would have preferred more of an explanation for some of the mechanics like the status effects that we or the enemies had were unclear. The overall color palette was a little too dark to see sometimes, especially in the intro. Other than that, the art looked great and I'm excited to see where the story goes and how the game play evolves. Cheers!
Love the art, it was very charming. I had fun with the puzzles and enjoyed how the exploration was a bit of a puzzle in of itself. My only critique is a bit of a nitpick, which is the fleshy body horror aesthetic to show corruption. I felt a different tileset might match better with the other character designs you have in the game (the sins etc.). I know they are supposed to stand out from the established norm, but it felt like we fell into a Splatter House game opposed to a nightmare realm. The final level was a lot of fun to go through, especially how no matter where you go, you are always making progress. Finally, what kind of soap dismembers a cat? I was expecting the witch to have actually killed her cat and forced it out of her mind, but I'm sick that way. Very fun. Cheers!
Had a great time playing your game. Classic dungeon crawler vibes with unique characters and mechanics. The varied party encouraged multiple runs. The skill checks were also a unique implementation out of combat that gave a interesting spin on the usual pass fail mechanics. Aside from some typos and the rubble fights being somewhat sluggish I would just have liked to have seen more party member specific skill checks while adventuring . Had a blast, would play more. Cheers!
Thank you very much for your review!
I'm glad that you enjoyed the game, it looks like we met most of our design goals. Funny side note I have only played part of one Fire Emblem game and my co-designer comes exclusively from table top games so we get a kick out of that comment. Look forward to more witch annihilation in the full game! Cheers!
The art, music and intro were lovely and you can tell the great care and time you put into their creation. The game play was where I found some issues in that it was more just a rail road narrative. I was hoping for some sort of mini game play like a potion making system or some barriers that require the items found in a particular order, etc. Also the small of amount of cursing felt out of place compared to the the overall narrative tone. I am still looking forward to playing the full game and think your presentation was immaculate.
Cheers!
I found the graphics and the story charming and I like the metroidvania elements for gathering items and magic for the final encounter.
I felt that issues I had were that the firing mechanics were off-center when facing up and down, which made combat encounters in those situations difficult because I would attack just to the left of the enemy instead of hitting the enemy from the center.
The biggest problem was that the maps keep resetting. Each time you leave a map and come back, all dialogue, all items, including important items and the barriers reset. Which can prevent the player from progressing. I ended up skipping the well map and just grabbing the earth spell which already spawned to progress.
I think a tighter version of this game will work well. I would enjoy a game about a little girl adventuring with her mother as she learns to take her role as the towns healer. I'm excited to see a continuation of the story if there is one.
Cheers!
I like the premise of the game, I was playing through it, but I got softlocked after getting the willow branch inside the well. After exiting the well, the fog returned and prevented me from leaving that area. I saw the stone but I couldn't activate it. Wanted to make sure we played through your whole game before reviewing it, so just wanted give you the heads up. Cheers.

