This was kinda nice, until I got stuck behind invisible walls when exploring behind the castle and couldn't get back to town :)
On a purely tech level, the spots I had to click to interact were often a bit off-centre or I was having to click above the blob guy rather than on them which was tricky. It would also have been nice to have the interactions phrased as dialogue rather than details just from an immersion perspective.
The town itself could have done with a bit more variation in places - obviously there's asset limitations there, but I think I'd have either made it denser or made it clearer what the interim space was used for. Premodern towns and street layouts are often super dense compared to modern ones because there's no need for vehicle space so unless people have big gardens there's little need to space buildings so much. Also people don't tend to space out so evenly, it might make more sense to have some spots with a bit more of a gathering and then more scattered individuals round the edges.
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This was kinda nice, until I got stuck behind invisible walls when exploring behind the castle and couldn't get back to town :)
On a purely tech level, the spots I had to click to interact were often a bit off-centre or I was having to click above the blob guy rather than on them which was tricky. It would also have been nice to have the interactions phrased as dialogue rather than details just from an immersion perspective.
The town itself could have done with a bit more variation in places - obviously there's asset limitations there, but I think I'd have either made it denser or made it clearer what the interim space was used for. Premodern towns and street layouts are often super dense compared to modern ones because there's no need for vehicle space so unless people have big gardens there's little need to space buildings so much. Also people don't tend to space out so evenly, it might make more sense to have some spots with a bit more of a gathering and then more scattered individuals round the edges.