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InquisitorMu

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A member registered Mar 03, 2026

Recent community posts

This is such a nice looking game, but it is just incredibly confusing. There are problem like overlapping "E" to interact options, or the fact the first guide continues talking whether I've followed his dialogue or not, but I don't want to write this off just yet, as I'm sure there is tons to do and I just haven't figured it out.

 I have restarted multiple times now, each time eventually dying to the first wave of slug looking enemies, because I have no idea how to prevent them. The furthest I've gotten thus far, is recruited cats, which I guess work at the archery range? They just produce gold, but don't actually fight or defend. The archery towers as well, just seem to sit there with no purpose.

The sapling's growth or energy is.. what exactly? Raising either bar to max, I'm not sure what that does for the character or the settlement.

What does sending the merchant on an expedition do?

Is there a button I'm not aware of that allows me to swing this sword?

I'd really love an explanation on what everything does, or even what the end goal might be, as this setting seems like it could be very fun if given a bit of guidance, or maybe a more engaging tutorial?

 Regardless, nice looking game and I'm really looking forward to your reply 馃憤馃憤

Zora's Domain vibes. Love it.

Pleasant art style, fun demo. Can definitely see this exact framework being pushed into a much larger scale, in fact would love to see just that.

Perhaps enemies would help to add a fresh breathe amidst the grind? a wave system? auto battler?

Regardless, nice project, best of luck 馃憤馃憤

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Glad to see this update and can't believe I missed it for a whole week!

Some notes:

The resource collection range seems to be off. I had upgraded it to more than 2k% but still only collected resources about 2 feet or so in front of me.

I love the overpowered feeling of mining at insane speeds/distances but by the end of this recent run I had the issue of mining things way off screen long before I could reach them to collect, to the point I would lag pretty badly when not on the Archive.

Maybe issue isn't the right word to use because it was hilariously fun, and now writing this out maybe I'm just smooth brained and didn't realize collection range upgrades don't affect pick-up distance?

(Edit: Got it. Collection and Pick-up different categories.)

On some positives

The increased starting allowance is a very nice change. Getting through that early game prior to this update was indeed fun but also quite grindy, so this change was great.

The repeater is so much more powerful now, and with 30 or 40 upgrades it becomes a beast! It took out the enemy castled off screen, had me wondering if it just bugged and disappeared. Would much rather it be OP than be as inefficient as it was before.

All in all, solid first update, still voting for expanding the interactions between the caretaker and the castle. It's a loveable duo and I'd love to see more of the lore of this universe. On that note would also love to see cosmetic/character upgrades/options? Maybe our Owl friend has a Mouse disciple? Or they know a curator Bookworm? Maybe they've stumbled across the forgotten Black Keep that holds Dark knowledge and is in needs of repairs or a new driver?

I'll leave it there, great job, you have a fantastic project coming together here and can't wait to see what rolls out next. 馃憤馃憤

My only wish is to have seen more on screen. I know that's a lot to ask as there is already a lot going on, but at a decillion or even by the time you reach the first trillion soldiers recruited, seeing the lower borders of the game screen completely empty feels underwhelming.

On that note, the fact that the champions overtake the entirety of the army's visuals once you get high enough is also a thing. If perhaps there were dedicated areas of the back line for the archers and mages so they remain visible, that would be cool too, because I loved seeing the mix of colors/projectiles.

The only real concern I found was the Reset button being overlapped by the Full Screen button. The secondary confirmation prompt prevents accidents but perhaps sliding that to the left a bit or hiding it within an options menu could be safer.

Other than that, the loop is sound, the knight interactions with the player are fun, and I spent way more time on this than I thought I would. Great job! Keep it up! 馃憤馃憤

(Catapults when? Haha)

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Revisiting since I first played about a month ago.
Huge improvements.

The confirmation prompts - yes.
The new abilities - yes.
The reworked starting hand so you're not forced to play the exact same 5+5+5 each turn each new run - double yes.

The new transition screen when entering a new area and the thematic background is a very nice touch, and you can definitely "feel" more overall when navigating through each menu. Builds are bound to get pretty interesting now it seems with these new super commons alongside the introduction of abilites, wonder if you'll consider a "God Pack" in the shop? Crazy price tag for a chance at Charizard or Dark Magician or something? Still exploring more, but wanted to compliment you on your progress and this recent update. Keep it up, you've got a really fun thing going here. 馃憤馃憤

Absolutely.

Now that I've leveled up quite high, I have made a few discoveries.

1. I was indeed not aware of being able to scout with C at first, but again that may be due to me just being bad. Was that mentioned in the intro and I just wasn't paying close enough attention perhaps? Forgive me if so. It is a very useful skill and I feel it is deserving of its own focused prompt if it doesn't already have one.

2. In particular, the transition between levels i.e. "into the Rig", and also the transition from battle back to over world map. Both of these feel very sluggish, especially the pause/fade-out effect after killing an enemy, but it could be due to me running multiple expeditions in one sitting. Perhaps an E/Left Click option to skip forward through that similar to the dialogue/pre-run setup menu? It's honestly a big reason I didn't do even more expeditions in that single sitting, knowing I'd have sit through them again if I didn't get good starting equipment.

On that note, so far of the dozen or so + expeditions I've embarked on, I have only completed 2 runs, and both involved the "Itenor" gear I believe it was called.  Having tried full Corrosion, Cryo, Military and almost full Evo tech gear, not only have none of them actually made it through an entire run without eventually getting outscaled by opponents, but they also pale drastically in comparison to the Iteron chest armor. Furthermore, the 2 successful runs were not only played on "Forgiving" difficulty, but they also made use of multiple Iteron chest plates. If I recall correctly my last successful run I had around 180 health when facing the Cryo boss and still scraped by with 30 or so remaining after victory.

This leads me to suggest either an easier armor upgrade system, or a slightly easier enemy scaling, or again perhaps I'm just that bad haha.

In any case, none of these are complaints, and I still enjoy the game a ton (in fact planning on running one as soon as I finish typing this out) and I definitely look forward to any and all updates you eventually roll out. Still voting for that "shop" to spend scrap on between levels, or even to spend scrap on directly upgrading an armor piece/weapon. Would also be nice if choosing a direct upgrade to a weapon such as the one that grows with each kills, doesn't wipe the kill count. 

Anyways, off to check in with the adorable blue-eyed handler before another expedition.  馃憤馃憤

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Very fun Demo - Armor and Weapons that grow with you?

Yes please.

Notes:

Having the same soundtrack droning on in the background and unchanging throughout each run gets a little repetitive, so maybe some music alternating between travel and fight screens would be nice?

Fairly challenging, even on "Forgiving" difficulty, or perhaps I'm just bad haha.

The Cryo Boss fight interaction - I suppose in hindsight it could be considered obvious a boss fight was coming up, but I assumed I was just proceeding through lore/dialogue, so maybe a heads up for players who aren't fully repaired prior to engaging?

Not knowing some enemies become stronger based on how much scrap you currently have was not so fun, doubly so due to scrap-costing upgrades being randomly found and not a guarantee each level. Perhaps a "shop" of sorts between each level to ensure you aren't accidentally hoarding scrap when those opponents do find you?

Definitely enjoyed the game, and will surely go for another run to experiment more. Love the gear set bonuses and want to try for full Evo-tek next run. (tek? tech? mech)

Well done, thank you for sharing, and wishing you the best moving forward with this project 馃憤

(Edit: Ability to speed things up or shorter transition screens would be a cool upgrade too!)

Enchanting take on a tower defense game!

Absolutely loved playing.

 Would be fun to see interactions between The Caretaker and The Castle, a way to bring The Castle alive. A sigh of relief, a thanks for repairing it to full, or a hum of curiosity when upgrading something.

And more stone haha, the big guy can't get enough of the stuff.

Loved it tons, can't wait to see the permanent upgrades in action, best of luck moving forward. 馃憤馃憤

Gritty and dark, and thoroughly entertaining.

 Agree with previous comment, it does resemble some other titles in terms of art style, but there is space for the swarm here on itch.

Agree with previous comments that the puzzle is a bit confusing, but the fact we actually want to solve it/proceed just speaks better for the game as a whole.

Agree that there could be some other quality options for low performance devices, but it does look nice overall.

Good job, good game, best of luck on your next project. 馃憤

Great update! 

Grid design is huge!

After testing with the grid design it is a huge improvement, making that intense early game flow much better.

That preview level, I'm not sure if it is meant to be that difficult but it was indeed fun! A level where your base is dead center of the map, a true last stand, great idea.

On that note: I think it would also be incredibly fun to have a mode like this, but where you are given an ample amount of time, even something like 5 or more minutes, to prepare yourself for a massive enemy attack, like a true boss level or something, although I'm sure you have some ideas about boss levels for the future.

One thing I'd love to see in a future update, is hotkeys or hotkeys within menus. I.E. "F to build Factory" or "E to upgrade" from within the building's menu. I think it would both serve to help more easily meet the fast pace of the early game, as well as pay homage to staple RTS games of the past.

Love that you specifically implemented some of the things I outlined in the previous comment, in this new update. I thank you for that, it feels nice to be part of your journey. 

The new cards, the increased size of boosters packs; the touch of color on Giants! All welcomed additions. It was very fun to revisit this game and once again I look forward to seeing what future updates bring. Wish the best of luck 馃檹

Hey! That's fantastic, I'll have to give it another play now!

Absolutely, the game name is: technologia

Perhaps it could be worth reaching out to izevai to share some ideas?
Good luck 馃憤

Great game all around.

Fun mechanics, appealing artwork, fitting music.

An ability to hide merge/tech upgrades to review army before choosing would be nice.

Foot Archers are technically infantry, so inclusion or rewording to some upgrades that pertain only to melee units might be helpful.

These aren't complaints, just notes. The game is pretty sound as is and nothing stands out to me as broken or needing heavy attention. 

Great job. Keep it coming. 馃憤

I am very interested in this game!

I agree with the previous comment, it does look very polished and gives a rush of nostalgia. 

However, it does lack a proper introduction or tutorial. I too played only a few rounds, not because I lost interest but because there are so many exciting options to choose from and very little to be learned when choosing them. 

Side note: There is another title here on itch.io incredibly similar to this, even with an identical color theme to the layout, which also lacked a proper introduction or beginner friendly first play experience.

I'd love to explore this game more if you do get around to making a short and simple intro round/campaign to help a wannabe strategist like myself familiarize themselves with your game board/features. It does look like it could be hours of fun if I understood more. 

Thank you for sharing this project, and I hope this gets considered! 

Lots of depth between class synergies + gear synergies + character bond synergies. I normally would praise such a mellow sound track, and this sound track is pleasant for sure, but if I may say, with the slow party journey speed coupled with the very relaxed and unhurried vibe of random events, perhaps a little nudge upward in BPM would be helpful here? Or even keeping the current soundtrack for camp/rest sites while using another soundtrack during journey or battles? It could just be my headphones and this probably sounds silly, but it felt a little bit too relaxing, as after the first campaign I only wanted to drink some tea and lay down for a bit haha.

That said it was overall a very pleasant demo. Thank you for sharing your game, and I wish you the best moving forward 馃憤

I really enjoy the vibe. Between the music and the abilities I can see thus far, it looks like it could be a really great game. However, between no tutorial and the oddly mapped controls, it is really difficult for me to enjoy playing it on my laptop. But that's just on my end, so aside from that I do see so much potential in this project and wish you nothing but a successful journey. Looking forward to you expanding on that spell system, it's exciting. 馃憤

Ah thank you!

As for hints, let's try.

Purple Room Upper Left:  A flying witch and a sad bride - What are some synonyms for what is depicted?

Red Room Upper Left: If not Violins, maybe another instrument of that family?

Hopefully I haven't given it away completely.

Hello there.

If you are trying to help me figure those puzzles out, forgive the misunderstanding, I had completed them at the time of that post. I was simply pointing out which ones gave me the most trouble.

As for the second part of your message, are you asking me for hints?

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Haha! The Golden Fleece made the cut! 

I see you've implemented so much:

 The backgrounds look warm and inviting.

The "Help Wanted" poster is such a good idea, definitely adds a very nice playfulness to the game, as it combines rural living with a more city window style approach to hiring workers, which is hilarious.

One quick note, I don't think using "Inquisitor" for the "Golden Fleece" name is the best option, BUT I am very honored and it warmed my heart tremendously to see it 馃檹馃

That said, if you wanted to shout out other players or friends in that manner, might I suggest using them in the character roles present instead of the in-game items? For instance, you have Silas, Barnaby and Elspeth. Though I wouldn't suggest using actual irl names of people, if you were to base those loosely on someone, I believe it would be as equally honoring if not more so than referencing them in the Prestige element of the game.

Another suggestion in this regard, and this may have to be postponed until further down the development line, is when/if you broaden the scope to include multiple or many sheep, I think it would be really fun to see your supporters/friends names above the actual sheep. How funny it would be for one of your friends to play test your game and have to shear themselves!

Inquisitor or not, I think the Golden Fleece/Prestige idea is a great addition, and it made my day to see it implemented.

As for what needs improvement, there isn't much to mention that you aren't already aware of but I'll note it quickly:

The hired workers area seems a bit cluttered with the new text font, although it could just be on my end.

The auto shears seem incredibly powerful now! I wish I had better suggestions in terms of ratios to keep them in check along with the new hire upkeep mechanic, but as far as managing the numbers go I leave that up to you. Balancing Eco in a game has always been a long journey for developers with many bumps along the road. I pray your re-tweaks and adjustments turn out smooth over time.

One last positive note I'll mention: 

Great change in music! I have commented on another game's music being so pleasant to have running in the background. I feel it plays a big part in the game experience as a whole. I feel your choices in these tracks are right on point with game's theme. It's light, relaxing, like good studying music, and as you start adding more elements/areas for players to explore, the music will provide even more value to the game than many people realize.

If I had to suggest the most immediate thing that would make this a fuller game, is as I mentioned before, the reason behind all the wool money. What are we earning all the money for? What's the long goal?  You've got the auto shears which kind of act like multiple sheep, so perhaps reworking/adding onto that might be a good idea. I can see a system where, instead of multiplying your auto shears, it would multiply your personal clickable shear, which forces the player to interact with the sheep more, which is good.

 All in all, solid update release, definitely a huge improvement from the previous, and it's really shaping up to be quite a cozy game. I'm honored to be a part of it, and can't wait to see what you and Mr. Wonder come up with in your next update release 馃憤

Hey that's great! Implement all you can, and when you feel comfortable enough to release your first official update, I'd be happy to give it another play through and comment on it again. 馃憤

Nice game! Love the action packed quickness from start to finish of each match! Let me list some things I think need attention:

The clicker aspect is kind of unnecessary, as there isn't really a time where clicking is all that efficient aside from the early game, or level 5. Might I suggest a range increase with its upgrade? The single unit clicking isn't very rewarding, and isn't strong enough to really deal with the Behemoths+ that well. A range increase to help your weaker units against multiple attackers would be nice in the mid-game.

As the previous player mentioned, the tank AI could use a bit of tweaking. Some times they sort of just head in the direction the nearest enemy is, with no regard to their base getting destroyed. Would it be possible to get a "Hold Position" button? That way the act of moving them and positioning them would provide a much more realistic sense of Defense during the waves levels, as well, there's no need for Howitzers or other long range units to endlessly push forward ahead of the Vanguard.

For the turrets, I like that there are tanks to out range them, as if not then you could essentially just tank up all game and that would get boring. Could I suggest giving them a bit more health or shorter build time? Having a building get sniped from the across the battlefield mid-line before they are even crafted is a bit annoying.

The booster packs are nice! However, for the 1000 gold pack, I feel it should give more, perhaps 5 or more additional blue units. 1000 gold is pretty pricey for a one time use Goliath that doesn't really hold up too strongly on their own by level 8.

That said I think you have a very fun project coming together here. From the design of the tanks to the aspect of crystal miners in the south, I think this game has great potential, and I wish you the best moving forward if you do decide to continue developing it 馃憤

Shearing sheep clicker game, this was a very funny concept. I see you're in still in the very early stages, but I think there is something to be had here. I'd like to quickly note some obvious areas that need improvement: 

The music is far too eerie sounding for this theme, sounds more like a dark dungeon game. The visuals of the art is decent, even if AI, but the layout of the entire project could use some simple tweaking to enhance the overall visual vibe of the game. Buttons could be adjusted or resized to more clearly navigate, as well to make clicking easier (The craft/sell options are a bit too thin to clicked easily)

Now for the positive advice:

The first addition I would suggest is without a doubt, more automation. Just as you have the auto function to shear the sheep, an auto function for every other feature needs to be available. This is pretty standard for a clicker game. So, auto shear, auto spindle, auto loom, and also auto sell to market. For this I'm thinking you need a farm/ranch, and need to be able to hire workers. Shepherds to shear, Weavers to spin, or Wool merchants to sell.

Secondly, I'd suggest a goal to aim for with the money you make, aside from just buying better shears. Perhaps more sheep? More land? An entire county? An easy to visualize progression would be:

Dirt patch - 1 sheep

Small field - 5 sheep

Big field - 10 sheep

Hillside, Large ranch, Private county, 100, 200, 1000 sheep etc.

This would be a much later implementation surely, but a worthy goal to make all that sheep money for is needed.

Lastly, as typical for a clicker game, a prestige option. So, when the clicking becomes tiring or the field is too full, click to end the run and start over from square one, but with a unique Prestige Item. "The Golden Fleece" comes to mind, a golden sheep that could move onto your land, which is worth double/triple/etc more per shear. Or "Golden Shears" also has a nice ring to it. 

These are the pillars I think would make this a complete game.

That said, you already have the basics for most of this, and it shouldn't be too hard to implement with time. Hope this helps, fun project, keep it up 馃憤

Having reached the end of the current skill tree, I can reemphasize that this is a great project.

One concern I will note:

 Once the player expands the Thief or Bard trees, that player could potentially earn enough Gold in one delve to unlock, say the Paladin, and max out every one of his skills, while still having plenty left over.

This is precisely what happened to me, and the reason this may be a concern is that in this instance, the player may not value the Paladin or his abilities as much, which I think is a huge part of the enjoyment I found in the beginning, which is recruiting a new member and seeing their immediate value (or devalue haha) implemented in the following run, which had me excited to explore unlocking their new skills.

I don't think new players should necessarily be punished by lowering those Gold % increases, or that all skills should cost more.

Instead, I think new skills to be added could cost much more (Perhaps even an insane 10mil cost upgrade) since the player will eventually be making 1mil+ per run.  Or, certain big skill upgrades, like Blood Covenant +80% team damage, could have their cost increased substantially. I don't believe the increase in cost for those heavier/key upgrades would break much, but instead would give players more to work towards.

In any case, again the Music is a huge plus in my opinion, even listening to it now while writing this is great, and the game is worthy of 5 stars for sure. 馃憤馃憤

Pleasant experience, surprisingly

It would be nice to see a more direct effect of gaining relations with the surrounding powers. For instance, the event in which the Duke allows you to recruit in his lands, or in which the Mayor allows you to set up a wine stall to earn more coin. If such events opened a repeatable option to do so again the following year (provided your relationship is still good) would be really nice.

Another thought, is based on the "Guards" events that have come up. It may stray from the current overall theme of the game, but the option to take on a more militant path, liken to a Templar route, would be very interesting. This opens the ideas of pursuing an even more ambitious noble and righteous path, as well as potentially a far more corrupt one in which instead of Warrior-Monks, the player can pursue a Rogue-Monk path , (liken to the Livonian Brotherhood)

Just random thoughts, but those ideas aside, I think it's a nice adventure overall, and the variety in yearly concerns kept things interesting throughout the entire demo. Thanks for sharing your project, and I'm wishing you the best moving forward. 馃憤

Very fun experience. Something nice coming along here. Would love to see more galaxies to jump to, or an extended single campaign. Perhaps some hirable mercenaries to man the ship's weapon's or pilot while you repair? Wishing you the best if you do decide to continue developing this. 馃憤

Thank you for sharing your game. Let me address some things:

Firstly, there is some stuttering happening while playing, maybe just on my end or due to web version, but it is there.

The combinations are a little odd, (Corn + Tomato = Blueberries?) though with so many combinations I suppose the randomness can be seen as a refreshing twist.

The music, although fitting for the dungeon battle theme, is a bit jarring and/or repetitive. I'd suggest something a bit more relaxing, as the main enjoyment of the game is the merging/inventory management aspect (You should remain heavily focused here)

This also ties into the sound effects and the pop up notification at the end of each battle. A little much, could be turned down a bit, or simplified.

Lastly, the battling mechanics are pretty wild. The numbers don't increase naturally per round, and can go from a simple shield for protection on round 3, to a sudden infinite health build on round 4. I'm sure you have plans to adjust those, hopefully.


That said, it was indeed fun! Let me address the positives quickly:

 The backpack management genre of games isn't new, but always a welcomed theme if done right. Even the merging element in combination, not new, but very welcomed, and I believe you're heading in the right direction.

The art style is fair, it has a place here. The background could use some variation, as it is quite dark in comparison, but the vivid and bright shades of the items do make for a nice pop and it pleasant to the eyes.

The sheer amount of combinations is pleasant as well. I think you could benefit if you remove the ability to see every single combination on all items at all times, as it would give players more incentive to go for another run and stumble upon new combos. However, it is refreshing to be able to see everything up front. No mystery, just straight diving into the exact build you'd like to try.

I think you have a great game coming together here, and don't want to discourage you in any way. I'd love to see a class system introduction, but that can wait, there are more pressing matters I'm sure you're already tending to. I'm gonna keep an eye on this, I'll be here, excited to see it transform if you do decide to continue developing it. 

Good game, good job. Best of luck 馃憤

Fun 5 minutes. Reminds me of old flash games. Good job 馃憤

Yes, that's a great improvement, and quick timing. Well done 馃憤

Haha "cloaked in shadow". Beautifully written 馃憤

Hey, that's great! I'll have to give it another try now, thanks for the quick responses!

You have your work cut out for you, but you seem to have a clear direction, and that's admirable. I look forward to seeing where this leads. 馃憤

Green Room: Bottom Right - The Meteor

Purple Room: Bottom Left - The Sun

Red Room: Top Right - The Rock

Orange Room: Bottom Left - The  Duck

Yellow Room: Top Left - The Tree

Of all the solutions, for some reason these had me stumped for longer than I care to admit. Leading up to each solution I thought "What is this ridiculousness?! How is one expected to solve this if not with THIS word?!" and after solving each one it was another "Oh.. ha.. duh" moment. 
This is not my usual type of game, but aside from the painful yet rewarding puzzle solving aspect, I wanted to note that the experience itself was pleasant. The music choice and the design of each room felt elegant, with smooth camera transitions from each painting or each room to the next. The voice effects used were also a fun detail.

Separately, each element feels well-curated, and the game feels nicely polished when combined. Even if it was just a puzzle game, which I typically don't care for, kI think what you've shown in this game, if used for another style of game, could make for something really great.

Well done, wishing you the best in any of your other projects. 馃憤

Firstly, the music is fantastic, and honestly a big reason I played it as long, due to it being so relaxing. On the note of issues, I agree with the previous player. If the music is what kept me zoned in and enjoying the relaxing progression, Shadow Step would be the opposite, breaking me out of that relaxed zone and quite honestly ruining the experience.

Each new Delve reached slightly deeper and brought slightly more gold, but unlocking Shadow Step suddenly took my party's efficiency backward, causing future runs to yield far less.  As it stands now, the Thief gets soloed out and surrounded, thus the entire party takes damage on his behalf while trying to catch up to his position.

That said, I did truly enjoy the game. The music and art is pleasant, and the upgrade tree (although a little confusing) is nice being so expansive. As for the thief, might I suggest a temporary "invisibility" during that skill? At least long enough for the party to catch up? In any case, good game, good job. 

Hoping the best for this project moving forward. 馃憤

I agree, suddenly ending the entire run right after being given ability to build base buildings is indeed a huge turn off, which will definitely hurt overall player interest in the game moving forward. I support the motion to lock upgrades behind a "Not In Demo" message.

That said, I do think it is a genuinely fun game, and I'm curious to know how you'll develop the base building features. Wishing you the best 馃憤

I'm not sure about those titles but I love the concept, akin to some merchant games I've seen before. Sounds like you have your work cut out for you, and a good direction to aim for. Hope it all comes together smoothly. 馃憤

STOP

No need to scroll comments. Just play the game. Trust. 馃憤

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Very nice. Interested in knowing what loop you'll add to provide replay value. Or background story? Best of luck moving forward. 馃憤

Love the vibes. Like text based age of empires through the eyes of a villager. I see great potential. As for criticism, the early game is just too slow. 10 sec per stick, picked up one at a time, 30 min in and still only the 1 worker juggling that with everything else. I think reducing the cooldown for the most basic tasks such as picking up sticks and stones, as well as increasing the day's length, would improve engagement tremendously. There's no reason it should take 10 in game days before we have a campfire. That said, I do still think it's a very nice game as it stands and hope to see it developed further.  馃憤

Had an incredibly tough time figuring things out, but enjoyed it tons. The only gripe if it can be called one is the jittering that can occur during viewing menus. Aside from that, good game, good replay value, good job 馃憤

A good foundation, with many building blocks cut and measured. I enjoyed what you have so far, and wish you a smooth building process if you decide to continue developing. 馃憤

On a side note, the few sounds, or lack thereof, is surprisingly pleasant. The quiet and mellow effects that play when adjusting pieces is calming, leaving room to better think of your troop placements, which I'd vote fits this more so than random battle music droning on in the background. 馃憤