The idea of creating the potions with items you collect is very interesting, specially if we have a way to know which path to follow.
I'd change the order of Gameplay, such as being able to gather ingredients before opening the shop. It would be more fun to already be able to do something in the first day, and my objective would be more intuitive.
This could be also solved by having the ingredients of a base potion for the player to craft immediately.
I wouldn't end the game when players lose a battle, instead, I'd only not reward them in that level and only end the game when multiple people were not saved.
All in all, an awesome game premise to be explored, so I think you all should keep working on it. Congrats and good luck! :D
Well that was bleak... My only gripe is that the branching map is underutilized. If the map shows what the player can get where, then I would be able choose which route to take to make a requested potion, or at least not get duplicate ingredients. The way it is now, the branching map might as well be a straight line. I didn't leave the NPC to die, the game did. That kind of feeling.
The combat takes some time to understand. But once it clicks, it's surprisingly good. It's literally a risk vs reward situation. Especially when I see a 9 on either side: a sure-kill for me or an "if I get hit I'll die" situation. Even the duplicate potions have their use. Having to listen to the enemy before confirming which potion to use is clever, a side dish of emotional damage for the player lol.
I said all that but I never survived past day 5. Good game, but might want to make sure the player know that they can use ALL 3 rock-paper-scissor at the same time, as that is very important.
Thanks a lot for the feedback! Yeah, we also wished we could do more with the map. We had so many ideas, but so little time to implement them. In case we decide to do a full release of this game, we would add a more dynamic approach, like Slay the Spire.
I'm glad you were able to figure out the battle gameplay! We also wondered if it would be too complicated, but we had fun making it and playing it too, so we left it in like it was.
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All in all, an awesome game premise to be explored, so I think you all should keep working on it. Congrats and good luck! :D
Well that was bleak... My only gripe is that the branching map is underutilized. If the map shows what the player can get where, then I would be able choose which route to take to make a requested potion, or at least not get duplicate ingredients. The way it is now, the branching map might as well be a straight line. I didn't leave the NPC to die, the game did. That kind of feeling.
The combat takes some time to understand. But once it clicks, it's surprisingly good. It's literally a risk vs reward situation. Especially when I see a 9 on either side: a sure-kill for me or an "if I get hit I'll die" situation. Even the duplicate potions have their use. Having to listen to the enemy before confirming which potion to use is clever, a side dish of emotional damage for the player lol.
I said all that but I never survived past day 5. Good game, but might want to make sure the player know that they can use ALL 3 rock-paper-scissor at the same time, as that is very important.
Thanks a lot for the feedback! Yeah, we also wished we could do more with the map. We had so many ideas, but so little time to implement them. In case we decide to do a full release of this game, we would add a more dynamic approach, like Slay the Spire.
I'm glad you were able to figure out the battle gameplay! We also wondered if it would be too complicated, but we had fun making it and playing it too, so we left it in like it was.