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UsGrig

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A member registered Sep 10, 2025

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Glad I could help out a bit. Can't wait to see how the game progresses!

Yeah I can see that. In that case maybe look at how many people comment on this feature and consider if it's worth keeping it if most people think It's a bug.

I'll post here the rest of the feedback I got after playing through the game for a bit.

-At a certain point I ordered my companion to move, after a bit I right clicked twice to make him sprint after which my game crashed. Not sure if they are related but I'll mention it here just in case.

-Not sure if this may mess with the balancing but perhaps add a way to sprint or go over obstacles or when holding shift you can automatically go around them.

-The grenade throwing should be moved to another button. Having both sprint and grenade throwing on one button is a bit awkward and you can accidentally throw your molotovs or grenades as I happen to have done a couple of times.

-As far as onboarding goes I don't typically plays this type of game but I also have experience with plenty other games so I can probably pick up the gameplay pretty easily. All of this to say the game doesn't really seem that hard to pick up and learn the controls and how the gameplay works.

-The mortar can be hard to notice so perhaps adding a sound as it's falling would be a better indicator than the current one that should just the location of where the mortar is falling.

-The slow motion that happens when one of the companions dies is a bit weird and choppy and doesn't really serve a purpose. If you want to inform the player that a companion died just add a voice line for the character. Just a scream would be enough.

-As for the music while it is nice I think the game would work better if the focus was more on the atmosphere(wind, rain, animals) since the gameplay isn't all that chaotic. You can still have music but it should be more in the background and the atmosphere could be in the foreground while the music is more in the background if it makes sense.

-The mission get repetitive after a while. The game itself looks pretty good. But the map design isn't all that interesting and it gets boring after a couple of mission at least from my perspective. There's not really anything here that makes me think I want to come back to this game and see what it has to offer. After playing a couple of mission doing the same thing you're not really gonna stick around to see if anything special happens.

This is pretty much everything I noted down while playing the game. The artsyle is nice the shooting and it's mechanics are satisfying but other than that the map design needs some work and I think the games needs something more in the background other than the sky. Perhaps some really tall trees with vines just something more interesting to fill the space instead of having just the sky. Or maybe if the sky should remain perhaps add more detailed clouds. The current clouds that appear look more like smoke trails than clouds at least to me.

I don't think this is a game I'll come back to but you are clearly talented and I hope and wish you all the best with your game. Let me know what you thought of the feedback I offered and if I could improve it in any way and let me know if you have other questions in regards to my experience with the game. Good luck and take care!

This is more of a sound related bug or at least what I think is a bug but it seems after going through a couple of levels the sound only seems to come from the right side of my headset. Other times it seems to be only the left side that gets sound.  Also when I saw I went through a couples of level I only say this to mean that I only noticed this sound issues after playing the game for a bit. Not that the bug happened after playing a certain level.

Hello. As far as the tutorial messages go I feel like the spread and crosshair accuracy tutorials are repeating a bit too much. I don't think players need a reminder every time you get a new type of gun. And for the propaganda tower tutorial perhaps modify it a bit because saying capture the tower alone doesn't really make sense or isn't exactly apparent what capturing might entail. Perhaps say something along the lines of get close to the tower to capture it or approach the tower to capture it or use grenades. Also for the tutorial messages that let you know what weapon can run and shot and which can't perhaps make a single tutorial that teaches you that certain weapons and be shot while walking and other can't. You don't really need 2 separate tutorials for that.

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Hey! I just gone done with my session that I think lasted about an hour. I managed clear a couple of dungeon and defeat a couple of bosses. Here are some notes that I took while playing.

-After rescuing a ninja monk and you unlock the stairs it should probably be added in the dialogue with the monk that you need to unlock some additional stairs in order to be able to use them. When I first used them I was back out in the same place so I was a bit confused but I figured it out later.

-Not sure if it's intended but sometimes the character sprite of the knight start jittering when walking through tree/bushes. Most often it would happen when walking up and down. It didn't really jitter when walking side to side.

-The dungeon that has water puddles and slimes in it both the puddles and slimes share a similar color so perhaps either the slimes or water puddles should be a shade darker. Maybe the puddles of water should look more like the river color wise.

-At least for now the music in the dungeons is pretty loud and it kind of  hurts the brain a little.

-The bosses I managed to defeat are the following:

Slime King

Dragon King

Goblin King

Skeleton King

and Colossus (Golem King)

As far as bosses go they weren't terribly hard. I only found 2 issues when it comes to the bosses. The first one is the Goblin King. Not sure if it was intended but he was stuck in place and he continuously spawned goblins(now I think the spawning of enemies is intended but the number of enemies spawned was a bit too high). The second one was the Colossus fight and this might be more of a nitpick but the smaller golems appeared on top of Colossus.

After only getting 2 items the map seemed to be full of enemies(mainly dragons). I though the spawning of enemies would be more gradual.

-The red wall arrow texture should perhaps be changed to something that better indicates that it's a hole that shoots arrow. (This is more of a suggestion)

-Another suggestion would be that bosses rewards the player somehow(I was thinking something along the lines of one permanent heart added or maybe an attack increase or just a general stat increase additional speed could also work).

-Not really digging  the flying concrete blocks but perhaps this enemy type should be remade or outright removed in my opinion.

-In the skeleton dungeon I managed to get stuck in one of those green vines.(I was shooting the vines and walked in one of them while they were on cooldown from my attack and after the cooldown was done I was stuck in the vine I was no longer able to attack the vine where I got stuck. Luckily I got killed by a wall arrow). I haven't tried replicating this yet.

-Also speaking of the skeleton dungeon. If the skeletons are gonna keep the mechanic or respawn perhaps lower their numbers in the dungeon. It's really annoying having to fight so many of them while trying to destroy the big skeleton head and having to juggle around all the skeleton and barely making a dent in their number because they respawn fairly fast.

-Also another change I'll suggest. Maybe when a town is under attack a small dialogue box should appear with whatever message to indicate that the town is under attack. Also the map should probably show the character location at least in a more general sense. The character locations doesn't have to be pinpoint accurate.

-Also having to find the keys again after dying is a bit tedious. Maybe after finding and losing them you could see them on the map.

-Also noticed the items only have one downside that being that more enemies spawn. Also not sure if swapping items increases the spawn rate of enemies or if it just replaces the old item in your inventory and the spawn rate remains unchanged. Perhaps a bit of clarification is needed here.

I think those are all the notes I took while playing the game. Overall I enjoyed my time with it. Love the art style and the music (even if sometimes it's a bit loud). I think having to keep the towns safe while exploring dungeons and finding items is cool and perhaps you could introduce a way to help the towns be rebuilt. I think this has the potential to become a great game that you can sink some hours into. Let me know what you think of the feedback and notes I took and hopefully this comments doesn't come across as too harsh. Good luck with your game!

(Also in case this helps I found your game through Reddit).

You're welcome and no problem. Glad I could offer some feedback and help out a little! :)

You're welcome and no problem glad I could help out a little bit!

Hello I just got done with the demo so I'll proceed to write my thoughts here in the comments about the experience. I will preface that in all my years of gaming I barely if ever touched a visual novel style game. So this feedback is from the perspective of someone who isn't usually interested in visual novel games. So here it goes.

The game is captivating right from the start. I really like the atmosphere as soon as you find yourself in the menu of the game. The idea of the game is interesting and I can see I could get easily immersed in this game in particular. The whole premise of the game is interesting. The white void the mysterious voice the paintings that appear are all really intriguing and it makes you want to find out more about what is going on. Safe to say the game hooks your interest right from the beginning. 

As far as issues go I haven't really seen anything major other than some spelling and grammar mistakes here and there.

Another thing I noticed is that when you click to continue with the dialogue the murmurs/whispers that you hear in the background get cutoff and it really takes you out of the experience. The whispers should perhaps be constant or at least be more subtle so you don't notice them getting cutoff while going through the dialogue.

Another thing is in the ending that I got with the screen getting all red and a weird creature keeps appearing in the reflection of the main character, that part really took away from the horror atmosphere and it felt almost cheesy as if it was trying too hard to be scary. I would really lean into the more subtle horror of this game with weird sounds and cool scary ambient and I would leave aside those type of sections where things get really loud and things start flashing red. I'll probably try to get the other endings as well and see what other things this demo has in store. Overall I enjoyed this short demo. I really love the concept of the game and I never thought I could enjoy and sit through a visual novel type game. Really excited to see more of this game. Good luck!

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Hey I just got done with the game and I managed to solve the puzzles and get the 2 necessary keys and open the door and end the demo. First things first I think the game looks cool and the music is pleasant. I think the padlock puzzle where you get the silver key can be easily missed. Those symbols on the ground could probably be harder to notice for some people.

The gooey hand I think it was called I managed to figure out how to use it. But the area where you have to use it to get the final piece of the gold key I discovered mainly on accident. I saw those marks on the ground and used the gooey hand there and solved that puzzle but it wasn't exactly clear that you should use the gooey hand in that way. Other than that I enjoyed this short demo and I think the concept is interesting and can easily hook players from the get-go. I should also mention I haven't come across any bugs or visual glitches. Overall this was a great experience.