joyous micro-rpg experience, the kind that leaves you excited to run out and make one of your own. what makes this one stand out for me is jumping (i was a wizard, so i got to enjoy the extra huge jump), which made getting around really fun and memorable and fit with the breezy pace and challenge level of the game. constantly it made me feel like i was getting away with something - soaring to the tops of buildings, across barriers, out of bounds. combined with the delicious fruits of my gargoyle temple arc i had an immaculate evil wizard experience
sraëka-lillian
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this was super cool! i've always liked rpg scenarios where you can survive while underleveled through clever exploitation of your tools, so i was naturally stoked to play a game that makes those tricky strats your bread and butter. i was really pleased with how seriously combat made me engage with the robust arsenal of consumable items and how i was never allowed to forget about milly's fragility. it's an excellent candidate for a follow up imo, as the game introduces a lot of interesting ideas about 'door openers' and what it means to be one (both mechanically and thematically) but ends before it can develop them as far as i, in all my excitement, dared to hope. that's a critique, but one of the ones i'm happiest to give, 'cause it means the game makes a really strong case for its vision.. the copper palette was gorgeous and very potent, too, excellent use of an underappreciated slice of the color wheel.. terrific experience, my kudos to the whole team
haha yeah you caught me, i published ahead of the rest of the collection so it was just a placeholder link. here's the link to the whole anthology
https://itch.io/c/5260212/tunnels-of-vextro
super cool game! i thought it captured some of my favorite things about dragon quest while having a strong, unique character of its own. first, i loved the spritework and especially the environment design, nes dq opened my eyes how gorgeous 8-bit tiles can be but the spaces in this game take it even farther, some of my favorite village building interiors in any game and some really fabulous looking dungeons two. second, the world map had this great lonely vibe, especially in the quiet corners of continents or along the seacoast, i found really evocative and wonder-inducing (shoutout to the bgm here, too). that feeling that there could be anything lying across the ocean - it could even be go on forever... it worked well on me. one thing i enjoyed that was a bit newer to me was the brisk clip of the game and its dungeons, i was really impressed by how many diverse locations and how robust and complete a full-scale rpg experience it offered in just 8 hours. at the same time i wish i had gotten to spend a bit more time inhabiting these places, which often vanished into the rear view before i could really savor their beauty and their atmosphere. they're fantastic spaces, but i found the concise, streamlined experiences i had with them a bit at odds with my personal desire to inhabit them and breathe them in. still, this is one small personal gripe in an overall very satisfying package, and i'm coming away from exony delighted with the time i spent with it. i look forward to checking out monochrome kingdom (long overdue) and pandemony (my friend says good things) soon! thanks for putting exony out into the world and best of luck with whatever comes next!
i'd agree with narf's assessment. i would say there are definitely parts that are tense, creepy, or uncomfortable, but nothing that's explicitly intended to cause fear or shock you while you're feeling vulnerable. i suspect it'll be okay, but without knowing you i can't make any guarantees, so exercise a little caution
hard as fuck, combat took some patience and some trial and error but ultimately i really liked how much sense and understanding they demanded of me. good use of enemies attacking in patterns, something i can find unpleasantly artificial in some games was used to great effect here, making me feel like a consummate professional killer whenever i managed to get through a hard battle. of course, everything else about the game made me feel like that was kind of a nauseating thing to be... excellent style, atmosphere, sounds, plenty of confidence and vision, great stuff all around!
very cool rpg!! my read: deliberately balanced in and out of battle to evoke a very specific mood. dungeon crawling is messy, brutal work, none of us are here because we want to be. but by being diligent and methodical, we can constrain the danger, the unpredictability, the gloomy quiet of the dungeon to something manageable. take it one room at a time, walk back to camp and rest when you need to, don't count on things getting much easier, make sure you've brought what you need, make every drop of mana count, make sure to save up money and supplies for future catastrophes. despite the weight of the job there was a lot of warmth in the experience - it felt like the game was generally on my side, rewarded my patience and curiosity and showed no interest in punishing me unduly. the dungeon isn't cruel or indifferent, just demanding. navigating it felt like three people putting their heads down and getting to work on a long, messy job, doing what they need to do. professionals
i appreciate sealed fortress for having a unique and specific vision and realizing it robustly across all elements of its design: combat, exploration, presentation, narrative and all. i'm on board! curious to see how it develops from here, thanks for the memorable experience
super inspiring game, absolutely love this passionate diy energy, a real labor of love that made me feel like i could (and should) be hand-making my own OC eroge and ys 3-likes. there were a couple difficulty-related hiccups that tried my patience but they didn't stop me from having a complete and rewarding experience (in fact, i beat the final boss twice to see two different endings). bravo!!!
hi there! this is a cool game you've made, i like the concept a lot and i particularly like the mechanic of assembling different combinations of flowers for each customer. since you asked for gameplay feedback in the description, i hope you won't mind if i share a couple of quick thoughts from my experience. please take them with a grain of salt, i'm certainly no expert - but regardless i hope they can be of use to you one way or another.
- the economy of this game seems very unforgiving. a sunflower seed costs 35 gold, and i can make about 50 per objective doing the level 0 "get customers" and "get monies" objectives, once or twice - but doing the level 0 time trial or anything in level 1 it's difficult to recoup my losses. it's pretty easy to wind up in a situation where i can't afford to grow any more flowers, so i've had to reset a few times, and i've haven't yet managed to accumulate enough money to try level 2. sure, running a flower shop is a difficult business. but the current balance makes it feel a little hopeless. at the very least, i'd like to be able to charge more when i'm selling bushes and cactuses - they cost so much more to grow, but they still only make me 1 money per sale. (of course, i might be missing something, and i admit that my profits might be a little lower than expected because i'm playing on a trackpad today.)
- in theory i like the variety implied by the three objectives "get customers", "get money" and "time trial", but in practice they all play very similarly - i don't do anything different in each one, i just try to sell flowers as fast as i can. this might be a good place to be a little more minimalistic and only offer one objective per level. that might be a little better for game flow, i worry the game might get a bit long and repetitive if i could play farther into it. (of course, i couldn't play the whole way through, so i'm merely speculating.)
- a couple scattered things that bother me. i wish there were a confirmation prompt on the 'reset values' button, as it's easy to click it by accident and lose all my progress. similarly, i think the uncloseable "good bye" dialogue when i press escape is problematic, because it's sometimes instinctual to press escape when i can't figure out how to go back or close a window, and i can't forcing me to refresh the page to keep playing. in general, i wish there were fewer "got it" prompts - it makes sense for the tutorials, but it's a hassle to have to close a popup every time i plant a seed, harvest a flower, or add an item to my shop. i'd like to see you find another way to communicate these things.
- anywhere there's a green bar that increases or decreases in time (customer patience meters, sales mode progress bar) i can increase or decrease it by clicking it. this seems like it might be a bug! (apart from that, the game seems very stable)
- don't worry about the graphics, everything's clear and legible and that's what's most important. be proud of the spritework you've done! i thought the sunflower was particularly pretty. 🌻🌞😎
importantly, i think you've captured something really important about the business of floristry, which is how demanding and precarious it is! thanks for the interesting experience, i'm glad i had it even if it was a little bumpy for me. i look forward to seeing what you make next - keep it up!
really cool game, it was super rewarding to tease apart the tensions of the slime system, figure out which of the many unusual verbs could help me stretch my slime a little further, and plot out a winning run across 8 or 9 attempts. proud to say i eventually managed to finish with virginia safe and unpoofed, just by the skin of my teeth. snappy, full of personality, loved the tunes and the secret of mana(?) sound effects. thanks for the terrific experience (i liked the comic, too!)