Nice done, a bit short but i like the mechanics of switching the dimension. Really cute and well made art.
Systemfehler: Ich?
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Firstly, i wasn’t really sure of what the effects be, when i let my recruits go work and how to use them, what i need to look at. So there are options like lay low and the recruits are getting an additional amount of mental points so i think this will be something like they rest, Would be logic atleast. Then i found more nodes/places and bound more connections, the stats are changing and i have money. So i think the mechanics are working well but i dont know the goal i am trying to archive. The visuals are athmospheric and the overall look with the map are interesting, they seem to be spaces for images that might come later or at least you did consider. A short instruction about what i can get from letting the recruits work, i am on day 12 and still a bit confused. The Nodes are not clear enough, they blend in with the map too well i would consider change the color from grey to a very light tone. I think the game has some very interesting and strong points, and i can imagine that you can get a positive effect if the player can buy nodes/places, maybe shops or influence and there is also enough place for a story, but that is only my opinion. It is a pretty nice work till now and i will take a look if you develope it further.
I think I belong to the few people who don’t like this genre. Nevertheless, I played a few enjoyable rounds. I like the graphics and the music ,they are very fitting, just like the depiction of the world overall, it feels very complete. What, and thats only my personal opinion, i would find really nice would be some overlay while you getting damage. Some pulseanimations from your HP or hover effect maybe that would make it feel more complete in the visuals. But neverless a really well made game, it works well and feels overall complete
Thank you for playing. I am currently polish the text step by step. Regarding the volume of text, yes there is very much at the beginning but as soon as the Intro is done, there will be less. My plan was, that the parts where the player will descorver the city, are a bit more detailed, that would only be at the first time discover to learn the world and city, although i will try to part it so that you dont have the feeling to be beaten by text.
Thanks for the feedback and playing.
Thanks for playing. The intention was indeed that the player cant directly see if the puppet is in the right place,at least because there isnt really a right place. The basic idea was simple but i need to polish the mechanics, UI and maybe the communitcation between player and dolls/game. The basic plan was, the player can set up the dollhouse and processes what he picked up during the day. For the Music in the Intro thanks i will testing it with fade in and out or change the tracks that they are more seamless. And your interpretation is also very clear in my intention, i am glad that it came across at some point , only that i would choose other words or ways to show it, thats why the masks at the end are puzzled together based on your positionings. Distance is not always bad, too close can made it tense and so on. But neverless, the things a child (and or other famaily members of yourse) get affectet by what happened. Its not without traces, well thats a very basic desciption.
Again thanks for plaing and for the feedback.
I just dont understand what my attacks do and it seems that the enemy isnt attacking, at least it doesnt feel like i need to choose my casts carefully. The Idea is nice, the Grafik also and i can imagine that this could be a really nice arena game but the values need to be polished. At the moment as a player i have no feeling that what i choose really matters. There are no upgrades, no more damage and no reason for me to heal or defend.
But, like i said, the idea is nice, the fundation is stable. Well done.
The Puzzles are very nice made, but the movement feels a bit arduous, a bit faster would make a better impact and a better feeling while playing. The assets and music are matching but could be a bit more concise while switching to the cats dimension. A small change/movement from the collar would be nice to make the switch from cat to player a bit rounder. The Idea with the Pictures and the hiding cat is great, a realy nice cozy puzzle game. I liked it
I really like the Simulation. It have a feeling like the Old Might and Magic Games, if i look at the Art and Map. At start it is a bit confusing to Understand what i need to do what my effect is from trading. If you plan on further developement a Turtorial would be nice and some Sounds.
A few things, only my opinion what i could imagine in this game because i see a solid fundation for some more: Events on the Map, locations that are not only the city - old mines, Lumberjack Camp, river camps or old mercanary camps. Blockades on routes to plan other ways to the next location (maybe made by other fractions or Natural disasters. The posibillity to expand what you can transport, buying a cart, hire more goblins. Choosing the type of work, nothing big maybe three different types like working in the city, collecting wood in the surroundings something like this.
But for the start, a really well made gameplay and funktional Mechanics. Good Job.
So i am a small little magic hat, possessing innocent little pcs that are hitting with baguettes and swords. Cool idea, liked it, hope you will find time to add music and sound effects that would be cool and i like the art of the assets. A samll note, i got send flying after opening the chest in the third lvl, landing out of the map
Sure a lot of Numbers and Names but mostly easy to find. Got a bit hectic because i was so slow and firstly couldn’t find the cables to connect. Like the others say, yes a samll turtorial in the future would be nice, same goes for music and sound. The visuals where nice and charming and i can imagine it goes well with sounds and music. good job :)
Sure a lot of Numbers and Names but mostly easy to find. Got a bit hectic because i was so slow and firstly couldn’t find the cables to connect. Like the others say, yes a samll turtorial in the future would be nice, same goes for music and sound. The visuals where nice and charming and i can imagine it goes well with sounds and music. good job :)
Thank you for the fast Reply and the download version it works well.
Firstly the Artstile and the Musik matches very well, it has a soothing feeling from the start. The Naughty Strawberry Joke hit me harder then it should be that was a nice little one. I also had a small scared feeling from the start ,something might happen with Stella and also the Dialogue with Vic and Layla had some depressing vibe but, which worked very vell with the music. Without spoiler, i felt displeased with my selfe, as i choose the memorys.
So overall , the game felt very intense without being overwhelming. The minigame is well done but i would wish, that there where more options for the memory part. Maybe not choosing all at once to continue but thats a personal opinion.
Really well done.
I do like the Artstyle of the characters and the Dialog written. I missed some Music, at least i didnt hearing some. Also, and that is my Opinion only from what i expectet or think that Narcisa would be, she seems to be a Buisness woman with an eye for Work, income and profit oriented but it look like this is only on the flat surface or didnt change the way she reacts. As example for someone like her and in her Position it makes her look like a stupid woman on top of a company, because she didnt consider the well being of her mine worker, at least on the surface and i missed the subtile intrigue she could habe. Nice to the Outside and planning on the inside. I cant imagine someone in her position would be so obvious, I’m missing a layer. Same goes for Vera. The characters are good but you have a much more potencial to set them in scene. Thats like i said only my opinion based on the playable version. But neverless it is a good work and i hope you continue your developement.
The Mechanics are working good but you defently need a fullscreen option, allone for the effects. The End is a bit predictable at the moment and it seems that there is only this one. But the Idea is great, the connection with the wires and the gate so that you need to build arround, if there are more levels it will be a great puzzle/horror game. I can imagine that more lost of your vision control as UI overlay will get a positive impact on the athmosphere. Good Job
Very nice, i really like the Art and atmosphere also the UI is really well done. But i would wish for subtitles, i couldnt hear all of the voice what has nothing to do with your game, only because of some hearing loss. But overall i really like it.
A bit more gudiance at the beginning would be great but its intuitive enough for the start.
Was really fun, the mechanics working great, killing with one shots is possible, enemies are balanced with a nice variety and the art asset is well choosed but i think it would be positively effect to the game to update the groundtiles to a more fitting one with the houses. If you develop it further. The rooms to farm are espite the size and repetitiveness, it was still satisfying as a source of loot. It was fun.
I start playing—thinking, “Oh cool, I love the graphics; they remind me of the old Dark Project games” walk up to the door, click on the letters, and think, “Ah, great an escape-room-style puzzle game.” I step back to read the note, but I get mentally fixated on how the door works and completely skim over everything else. I move on, searching for clues to the word. I stood in the hallway , no lie ,for about five minutes, watching to see if the lighting effects reveal anything hidden. Nothing. Then ,because I’m just “so” clever, I run around the area, scouring every corner for ANY kind of clue, until finally I think to myself: “Read the note again.” Yeah… thanks, brain.
All in all, it’s very well done. I really like the potential here, and I can easily imagine how you’d progress through the doors by solving puzzles, unlocking more rooms, and uncovering the story.
I like it.
The Mechanics themselves are there, but as a player i could not always clearly feel the cause and effect between my choice and the outcome.
For example, when i choose an intentrion or an emotion (the harvest path with Einkorn), i understand that this choice matters mechanically but in the moment i am not always sure what exactly changed because of it. The outcome appears but the emnotional link between i choose and thats why this changed could be stronger.
In my point of view how i understood the intention is, that the Player should feel tha shamanistic connection between themselfe and the spirits. You put yourselfe in trance to connect and looking for answers, guidance and the bond between nature and your own kind. The Trance itselfe in the tent with the hearbeat is clearly somenthing i can feel but also this has more potential but after connect with oyur spirits it feels more like a technical manual then a spiritual experience. That may be also because of the noise UI elements i mentioned and , like i said before that is only my personal opinion, i think that if the game itselfe would reflect to my choices it would give a more linked feeling.
Lets take the Pet, you have a great little atmospheric scene befor you switch to your gamescene. I enter my tent and start the connection, i get overwhelmed by a white UI that looks like an instruction manual I choose to react emotionally,I pray, but I don’t feel it and when I exit the trance, no actual change is truly visible. Changes in lighting - within the player’s field of perception -such as a subtle pulse appearing as a colored overlay over the scene, varying depending on the choice made or small little audio impacts, This would make the connection feel somewhat more tangible for the player.
Like i said this is my personal opinion and how i understand your game, maybe i interpreted it wrong but how i see it there is room for improvements in the way the player can feel and see the game and the game itselfe is letting the player feel something different.
(I am sorry that this is such a long text, I sometimes tend to go into too much detail.)
I like the game’s concept, the intended atmosphere, the heartbeat, and the game’s intention.
I imagine it can be a truly incredibly peaceful experience.
Unfortunately, and this is just my personal opinion, even after reading the article, I can’t quite feel the intention and impact of the mechanics as I think they were intended. Much of this is due to the visual presentation; it’s very busy, sometimes too small, and the elements clash, preventing me from having the peaceful and spiritual experience that it has the potential to offer. A Fullscreen Option would also be very helpful.
The core idea is beautiful and ambitious, and I can see that a lot of thought and research went into it. I think the system could be much stronger if the player could more clearly feel the connection between their choices, the mechanics, and the emotional outcome.
Ah yes, now i have a better picture of it. Thank you for that. There are some DayEvents that dont have a Text, only Sound, Silence or Light differences mostly followed by a different Text in one of the Enviroment furnishings. They should not display a Text Notification and i see, if the textbox appears how that can appear like a missing message, i will keep that in mind for a future update.
For the Mask at the end, well that is how the player should interpretend it for himselfe. Like the Text in the beginning say, No matter what we sow, the seed always remains the same. But it is our decisions that influence the harvest. You can also say: Some things never heal completly even if we grown up.
Thank you again for playing and the kind words about the System. I wantet to use the emotional state of the house rather than a traditional plot progression, that was the direction i wantet to explore, though a Child’s Perception.

