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UX recommendation here -- you have a lot of buttons, all with equal visual weight. I think you need a Call to Action always available that's visually prominent.

I'll explain the issues I'm having in my first few minutes of play: 

- for chargen, the "SUBMIT" button was lost among all the other buttons, and it was greyed out.  I was clicking stuff, but didn't realize for a while that I had missed things. You could try having a pinned CTA button that's really large.

- And now in the main game screen, I don't know where to click at all to make my turn advance. I'm super stuck. 

Anyways, I'm still interested in seeing more. I love the audio and pixel art!

Thank you for the feedback! I plan to add a small tutorial that should help with early game confusion. I am hoping to have that update out within the next couple of weeks.

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I'm really loving this game and the experience it offers!

My only complaint is that the resting RNG is a bit... Jank (for lack of a better word). I have died multiple times solely due to just not being able to rest before entering combat, and that's a bit frustrating. People asking for directions or waking me up just to not want to chat after all hits the nerves just a tad after a couple hours.

Other than that, everything is super intuitive, fun, and a great throwback to playing pen and paper TTRPGs! I'll keep playing and I'll have an eye on this one in August for sure.

Thank you! I just released a small update that should reduce the jank-ness of resting outside of cities :)

Thank you so much for the quick response and the update!