Glad you enjoyed it! Yes I agree the pacing is a little bit off, I wanted the player to rather finish the game faster, than dropping it midway. In the next update I want to adjust the pacing and also add most of the feedback players gave me into the game. SFX is one of the biggest weaknesses in the game. Hopefully getting some better SFX on the next update. Thank you for your feedback!
Rhewid
Creator of
Recent community posts
First of all thank you so much for taking your time and giving me back such a thorough feedback!
- Thanks! I had to cut corners, there were 2 more ressources planned.
- I wanted to give every item some sort of use be it either on the Furnace or the Unlocks.
- The items with the amount of 0x mean you dont have any. Thats a good point, I get it can get confusing and also floods you with not intersting information. It should only show items to sell, that you actually have at least 1 or more.
- Thats a good point, after getting the farm and animals you are kind of in the endgame of the demo. There will be more in the upcoming version.
- Descriptions need to get better and show the player what they will unlock. I agree it should be more transparent.
- I am also unhappy with the devil deals as the balancing was hard to get working and I was approaching the last days of the gamejam, so I left it at that. Great idea to give him some specific rare items, maybe temporal powerups.
Bugs:
- The UI needs lot of work, yes. Im currently checking out other incremental games and am paying attention how they tackled these situations.
- Damn I thought I had the E Button error fixed. Will need to look into it.
- The idea was to give some sort of character to the devil and make some quirky animation with the text. Will need to update that.
- Great catch with the typo.
- Yes was a last day addition. You currently have to click on the winner button to close it. This was just for the jam, I'll see if I leave that Unlock :)
Suggestions:
- Recipe Autocraft: Good suggestion, I think thats something I will do for the next update.
- SFX: I need to look into some soundpacks that I purchased and go over all interactions and make sure Sound is available.
- Comma+Points for large numbers. Yes makes sense, I'll also include the scientific notation as an option.
- Farm+Plants: A tutorial or notification for that will be needed.
- Plant progress: I see, initially I wanted to have the progressbar depict the stages and time in stage, when the progressbar is gone the plant is ready. I will include a tutorial/info on that.
- I was very unhappy from the start with the ui buttons at the bottom but couldn't really think of a good alternative on how to make it better. Currently looking into other incremental games on how the tackle these things. I agree, the spacing and size of these buttons could be better.
- Scrolling is something I want to tackle next as I have read that people also play it on their tablets and there dragging doesn't work out of the box. Ill also make sure to include a scrollbar on all of the scrollable menus.
Including the coin in the Furnace was a last minute change. I played through the game multiple times and I thought that players might get frustrated with the devils balancing and I'd rather have players play through the game instead of giving up midway. In the future release I'll rebalance the devil. :) Thank you for playing!
Thank you so much for playing my game! Really great input and lots of good points.
I actively didnt include a tutorial for the gamejam as I hoped that the player tries to click on the UI elements and has some sort of discovery moment, as you only can activate one upgrade at the start and the game opens up. In a future release I'll include one.
The UI needs lot of work, yes. Great advice to show more information and to gray out the unlocks. I'm currently checking out other incremental games and am paying attention how they tackled these situations.
Sound is defo my biggest weakness :)
Making the game more fun by making the animations juicier is also something Id like to add. I like where the tree's are at.
Story wise its great input as I didn't really think that players would care for that.
Thank you again for playing through the game and even taking your time and making a video on it, I really appreciate it and it means a lot to me :)
Neat game. I got some thoughts on it. So the arrow enemies should have some sort of visual queue when they are about to shoot. I entered a room and they instantly shot at me. The skulls seem to attack only when I attack them most of the time, sometimes they attack in a rapid way(?). The crates should break after a maximum of 2 hits not 3 tbh. The attack upgrade was a little bit weak, could be a bit higher. The dash distance could be halved and maybe a visual queue for how long I cant or when I can dodge again? Also getting stuck in walls felt bad :(
Otherwise cool entry!









