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tbh the game has a really unpleasant and unintuitive flow to it; you get locked into routes for no apparent reason (if you take the job to steal the dildo, you can barely do anything in town and as soon as you enter the tavern you're completely stuck and can only try the mission, which as far as I can tell is impossible to succeed in), things in one route don't show up in another even though there's no reason why they wouldn't (you can only find the fence in the first route, who sells the unidentified belt, but you can only enter the tower to get things identified in the Duke's route, and meanwhile the enchantress doesn't show up at all in the first route??). I don't understand at all what you're going for here, the game has RPG elements like a litRPG game-book, but the arbitrary transitions and forced consequences of a CYOA, and ultimately it ends up feeling like a combination of the worst elements of both.

Okay, that came off as harsher than I intended; I don't think the game has nothing good about it, some of the ideas are interesting and when it's playing like a text-only Shadowgate it can be quite fun, I just think you would be more successful if you decided exactly how you want to engage the player and focus on making one way of doing that work and be fun rather than trying to combine a bunch of different styles of play in ways that don't make sense.

this is a review of a different game…

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if stuck at candles: 5 2 1 3 6 4

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Thank

how do I get the bad endings?

off the top of my head they’re both in the first room, one for mage and one for rogue.

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How tf did you get past the candles?

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Yep this is correct ^

Fluxsy the poem listed in the About section is the solution (first six lines in that order)

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yeah I figured it out after like an hour 

Not my proudest moment 

But I got it😂

Nice haha, thanks for playing

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Thanks so much