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Michael Zahniser

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A member registered Feb 25, 2020 · View creator page →

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Enjoying the game so far, but when I reached the point where I had way too much money it was tedious to keep clicking through the turns. Maybe either add a fast-forward option (calculate all the turn's payoffs at once) or even just allow winning early if you already have enough for the last tax payment?

Also, the special action icons aren't intuitive - the only way I figured out what they do was by clicking them. For example, maybe make the remove button an X, and the lightning bolt into a house with a looping-back arrow over it?

Mouse hover and clicking also seemed flaky - I sometimes had to click twice to select the thing to build. (Maybe show the stats on hover instead of clicking to view them?)

There's also a weird graphical glitch where the pie shop in the set of three items to select is offset horizontally from where it should be, so it can overlap one of the others.

This was fun, but the invisible walls really confused me the first time - I thought the arrow keys were not working properly or something. It might be clearer if there was some visual cue, e.g. knocking the player back a bit if they bump into a wall.

I think I found a bug: the last enemy died of bleed at the same time one of my creatures did, and now I'm stuck in combat with no enemies to fight.

This was fun once I figured out what I was supposed to do. A couple minor comments:

  • Until I read the instructions it wasn't clear to me that I had to click the page in the top left to view it - I thought there was a bug and it was supposed to be readable but was being clipped. Maybe just have a sheet of paper icon to click on, instead?
  • Testing ingredients in the cauldron works the same as the flask, so I didn't end up using the flask at all (because the cauldron was closer to the shelf and easier to use).
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Such a perfect gem of a game! The tile sprites are excellent, and I'm impressed by how you've created such variety in items and monsters with such simple game mechanics. A few suggestions:

  • The merchant isn't accepting my golden tusk for the shapeshifter quest - maybe a bug?
  • What if instead of click and drag, you click once to pick up and again to put down an item? Then you could also allow clicking to swap an item with another of the same size (e.g. armor).
  • Would it add any interesting dynamics if some monster attacks were proportional to their HP, like the PC's weapons?
  • The ending was a bit anticlimactic - maybe add one last extra-tough monster guarding the dragon?
  • Am I right that there's currently no way to store items? What if you allowed placing items back into a chest in addition to taking them out?
  • On the second floor of the asylum at the very top you can look down onto the first floor, and you see a giant spider there even if it's dead. That confused me - I thought it was some other room I hadn't visited.
  • The font felt like a mismatch for the pixel art. Maybe steal an idea from Moonring and use a blockier font? Or even just one with slightly wider letters?
  • In the Catacombs the two ghosts near the dying knight are only present if I've come up from underground (I think) - if I leave and return they're gone. Is that intentional?
  • Could you mark creatures as friendly or hostile before I walk up to them, so I don't have to be afraid of friendly NPCs in unfamiliar places?

This is exactly the sort of game I needed to help me live through a pandemic year. :) The more I play it, the more ways I find to use strategy in the card system instead of being at the mercy of luck. The deeper you dig, the weirder the world of the game turns out to be. And I really love the art style - the choice of color palettes and just the wonderful exuberant whimsy of it.