Damn I tried many times but my best score is to be at 12 km close to the boat, trying to get food but I always lose because one of the 2 gets too bad mental health ;_; is the 3 chocolate the only way to improve it? Resting doesn't seem to help it up. I like the game and the music and the mood and makes me want to continue trying until I can reach the end!
Thanks for playing Albaharu. Relaxing does help the mental health a bit but is more a way of holding it off for the day, the chocolate is the best way to increase it. I'm glad you enjoyed the game and thought the mood and music was good :)
Very good environment work, the setting and the concept fit very well together.
It seems as if the game is mainly a resource management game and for that I think a longer game is needed. The basics are all there and avoiding a "sanity meter" is a good choice I find.
I my mind some different locales with with different outcomes for scavenging, industrial areas giving more coal but less food, city centers would give more medicine and chocolate but no coal and only little food, with open land giving the best chance for foraging food and finding a little fuel but only a small chance of finding "luxuries".
But all in all this was an interesting, if short, game. The progression you are making in your games is impressive and I look forward to your next.
The game reminded me quite a bit of "This war of mine", I am wondering if that is on purpose or accidental.
Thanks for the great feedback Seymion. You're right, it is a resource management game and I agree that it would benefit from being longer.
The different locales is an excellent idea. In my original designs I had a similar idea where every few days you would "see" some point of interest, such as a city or a mine, which would give you different chances of finding things (and potentially more characters) and you would have to make the choice if the extra coal/time was worth it to stop. It sounds like we are on the same wavelength. Unfortunately I ran out of time myself to implement it.
I loved "This war of mine"! It's a huge compliment being compared to a game like that. It was by accident, as I didn't think of it when designing the game, though I wouldn't be surprised if that feeling was somewhere in my subconscious when creating the mood for it.
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Damn I tried many times but my best score is to be at 12 km close to the boat, trying to get food but I always lose because one of the 2 gets too bad mental health ;_; is the 3 chocolate the only way to improve it? Resting doesn't seem to help it up. I like the game and the music and the mood and makes me want to continue trying until I can reach the end!
Thanks for playing Albaharu. Relaxing does help the mental health a bit but is more a way of holding it off for the day, the chocolate is the best way to increase it. I'm glad you enjoyed the game and thought the mood and music was good :)
Very good environment work, the setting and the concept fit very well together.
It seems as if the game is mainly a resource management game and for that I think a longer game is needed. The basics are all there and avoiding a "sanity meter" is a good choice I find.
I my mind some different locales with with different outcomes for scavenging, industrial areas giving more coal but less food, city centers would give more medicine and chocolate but no coal and only little food, with open land giving the best chance for foraging food and finding a little fuel but only a small chance of finding "luxuries".
But all in all this was an interesting, if short, game. The progression you are making in your games is impressive and I look forward to your next.
The game reminded me quite a bit of "This war of mine", I am wondering if that is on purpose or accidental.
Thanks for the great feedback Seymion. You're right, it is a resource management game and I agree that it would benefit from being longer.
The different locales is an excellent idea. In my original designs I had a similar idea where every few days you would "see" some point of interest, such as a city or a mine, which would give you different chances of finding things (and potentially more characters) and you would have to make the choice if the extra coal/time was worth it to stop. It sounds like we are on the same wavelength. Unfortunately I ran out of time myself to implement it.
I loved "This war of mine"! It's a huge compliment being compared to a game like that. It was by accident, as I didn't think of it when designing the game, though I wouldn't be surprised if that feeling was somewhere in my subconscious when creating the mood for it.