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willesnille

6
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5
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A member registered Sep 01, 2023

Recent community posts

(2 edits)

Awesome. Super fun and creative. Aesthetically its awesome. I know this is a prototype so Im sure youre on top of some of this already, but heres some constructive criticism:

- Id recommend putting card names horizontally at the top of the card. Its atmospheric with all these medieval superstition cures, but when you have to read medieval font sideways its more natural to ignore the name and just stick to the mechanics. I couldnt tell you after playing and enjoying the game what the name of any card is or what its meant to represent, which is a shame.

- In game text is too small. I have good eyesight and have to really focus to read the text. Between that and the font I first read "health" as "death" and thought it strange that high death was good.


- In order to see some reminder text you have to hover over it with the cursor, but the cursor obscures the text.


- Its not clear as far as i can tell when you get more villagers. I lost 3 on my first playthrough. As far as I understand that puts you in a no-win state since you cant go above 700 purity. So if its possible to get a new villager you should know, and if not you should lose the game for losing 3 villagers, not 4.


- Losing and gaining health is super OP once you get to 100 health for the first time. You start snowballing Blessings real fast. Maybe once youve gotten a blessing from a villager reaching 100 healths you cant get another blessing from that villager unless their health drops below 50 first and that resets them? Youll figure it out better than me, but some sort of balancing there Id recommend for sure.


- Maybe the entity should either get stronger after set number of days OR when you reach a health+purity treshold? The way it works youre incentivized to focus completely on health, belief and sickness and just make sure purity is high enough that you dont lose villagers. So the game encourages you to play an anti-immersive strategy.


I wish you luck with the upcoming steam release. Criticized it because I think its fundamentally awesome and I want to help make it better. I hope youll take it like that. I think you have a winner here.

Very nice! Aesthetically it's great. Atmospheric without getting in the way of gameplay. Prone to crashing, but that is to be expected from a beta. Looking forward to the next update! Highly recommended.

Aesthetically an absolute triumph. If yoi're going to continue to develop this I have three recommendations.

1) Rotating the camera is too slow. Speed it up.

2) It would be better to just let the player move to the next area without having to wait for the pet (pets?). I understand your thinking, but it adds nothing to the gameplay and is mostly just annoying.

3) Have someone good at english proofread it. It's perfecttly comprehensible, but it's also apparent that whoever wrote it isn't very good at english.


Best of luck!

The idea is fantastic, the puzzles are well designed but as a whole it doesn't work because it's bad as a piece of software. The controls are kind of poor and imprecise, and what's worse is some puzzles don't work because the collision doesn't work. Please take this as constructive criticism rather than putting you down. The idea is great so if you improve the execution this'll be awesome.

My favourite game jam game of all time. Crazy fun. Fantastic music. Wish it had 95 more levels.

Awesome. Created an account to comment on this. The art, worldbuilding and soundtrack all great. The puzzles are logical for this kind of game. The mystery is spectacular. Minor spoiler ahead: When your boss says "the one that balanced the scales" towards the end that even hit me in the feels.

Only negative criticism is that the NPC monologues are a bit lengthy at times.