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(1 edit) (+1)

I enjoyed the demo to the point of playing it for a few hours.  Here's some feedback so far:

  • Cooking may need an indicator of some sort to show the remaining queue
  • As soon as it reaches midnight, going to sleep causes one to skip a full day
  • Sleeping does not seem to impact anything?  Dryads and milk aren't changed, character fullness doesn't change, and there's no additional plant growth even if multiple days are spent sleeping.
  • I recommend displaying the weight/satiety numbers on edible items.  I can tell there's some sort of balancing act occurring in the background, but I ultimately can't see the use of most food since the weight/value ratio is too low.
  • Cooking should probably scale the food with the value of its ingredients, plus a bonus for collecting those ingredients instead of eating them immediately.  Currently, the most efficient strategy is only spicy dryads (they sell for most), liquidate everything but red flowers and buy cake.
  • Dryads planted immediately adjacent to the well and another dryad are very hard to select.
  • NPCs invading my garden makes handling the dryads a chore at times.
  • Burp bug still exists, got it by overfilling spicy dryad before interacting with her for the first time.
  • Exploding a max-growth dryad while a freshly-planted dryad (before it was interactable) is adjacent resulted in two of the plant plots being destroyed and it also pseudo-destroyed the dryad.  Its sprite didn't exist, but the player model froze when walking over where it was and using interact caused me to snap to a different dryad for communication purposes

I'll definitely be keeping an eye on where this game goes.  Thanks for sharing a demo of it.