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(+4)

Reached end of content and managed to get 40 red crystals in a single run (holy mother of tedium…)

Anywho, here’s some feedback for the current version…

  1. We need a faster way to die - Forgetting to use one of your points before spawning is a demoralizing mistake… moreso when it can take several minutes to run out of satiety/anima.

  2. Double check the reset on area leave functionality - I left an area and then came back. Tooltip said that it would lose progress on area change, but progress was retained. Give them all a once over because I saw this happen at least twice.

  3. 40x is very steep for some things - Unlocking the third crystal’s buff is ridiculously tedious since you can get at most one per reset (in the current version; so far as I can tell) Side note: I’ve been referring to the third crystal as “void” crystals, due to another game calling the ‘post-death/pre-game’ area “The Void”. Seems to fit pretty well with the theme, but I cannot know for certain thanks to the censoring lol.

  4. More “void” points for extra activations - Not sure exactly how I would implement this personally, but I would like to be able to earn a way to select a second point for each region.

  5. Increase Inventory Limits - I definitely hope we see an upgrade somewhere in a future version to increase the number of each item we can hold. That limit of 4 kind of irks me. I don’t think it’s something that should be handed to the player for free, but maybe in one of the currently unreleased areas you can find a permanent upgrade (Storage magic, possibly?) that allows you to carry one or more extra items per ‘stack’.

  6. Divine Boon Ranks - After obtaining a new Divine Boon, perhaps the old ones could ‘level up’ and grant you a secondary upgrade of some kind? Just a thought I had while playing.

  7. Scroll bug - Only happened a few times and I wasn’t able to reproduce at will, but sometimes when returning to the main game screen (closing inventory/memory menu) the scroll jumps all the way back to the top. Minor annoyance, but not a game breaking bug by any means.

  8. More Lore - I’m sure this will be handled over the course of development, but I wanted to noise about it anyway.

  9. What’s the horse’s name? Does it have one? Just curious.

  10. Any chance we might see a downloadable version in the future?

(1 edit) (+1)

Thanks a lot for playing and the detailed feedback!

1. There is a reset button in History, it's definitely out of the way and hard to find though, I'll think about making it clearer

2, 7. Will do

3, 5. I plan to tie inventory expansion in to divine boons as well, this will be updated with caves content likely. It's tedious indeed right now, you'll be able to get more crystals in caves and keep playing more naturally.

4, 6, 8. I plan to add new layers of actions to existing areas via the castle's special mechanic, completing which will add more points for extra activations.

9. I didn't have much lore for the horse in mind, but now I'll think about it more haha. It is after all the only other "character" so far.

10. If all goes well there should be, and a paid steam version when it's closer to completion, leaving a free demo on itch.

(2 edits)

1 - I am pretty sure I clicked History exactly once while playing, shortly after it appeared. Didn’t seem to serve any purpose for me at that point in time, though in hindsight I should have looked around the menus a fair bit more. In my defense, I was extremely tired by the time I started playing UFWG. (Usually sleep around 19:00~22:00 depending on schedule; it was around 23:00 when I started playing lol)

3, 4, 5, 6, 8 - Looking forward to seeing these changes. No rush, take your time. Quality over update speed, imo.

9 - I enjoy digging deep into the lore of games I enjoy. I care about the world because it helps me better relate to the characters within. Seemed to me that there was a bigger story than just “dude wakes up in a post-apocalypse and tries to survive”… I know some devs don’t really have anything specific in mind, and I often try to fill in the gaps with my own head canon when the dev makes it clear that there really isn’t a ‘story’ beyond what’s already in game… but I got curious - mostly due to sleep deprivation - and it just kind of stuck with me from the time I cast the reanimate spell the first time.

10 - I recommend adding that information to the page. I’m somewhat biased against playing Itch demos in general due to how many times I’ve grown quite invested in a story and then it just dies because paywall. On the other hand, I am really sick of developers (primarily AAA studios) just not providing a demo, so it’s a two-way street. I am much more partial to the ‘pay-what-you-want’ system employed by Itch, as it allows me to come back and pay for a game I enjoyed later, after enjoying the full experience.

Quick disclaimer: My opinions are my own and should only affect your project in ways that you feel are appropriate.

what's the game you mention with post-death "The Void" area called?

(1 edit)

It’s an unreleased game myself and a few others worked on for a few months last year. Sadly, it’s completely abandoned at this point, but the overall concept was similar to this one, but it was an incremental/management game that was supposed to eventually grow into kingdom management type stuff.

It was a bit too ambitious for us, given our overall lack of experience. (And we definitely chose the wrong engine lol)

In any case, the project name was “Project Time” and the working title of the last prototype we had in a playable state was “I Forgot To Change The Game Title” because idiots will be idiots. (We legitimately forgot to change the name and version for one of the prototype updates and after a joke made its rounds, the goofy temp name stuck lol)

EDIT: The main thing about this project was you awakened at the end of time, and there were no other people so you had to gain power and then travel back in time to claim the souls of various ‘heroes’ and then reincarnate them in your time. As you collect heroes’ souls you also gain passive ‘generic’ souls which are used to reincarnate commoners and villagers/craftsmen/workers/etc. Too ambitious for us at the time, but I might revisit the idea in some form again in the future.

(+1)

Sounds interesting and ambitious indeed. I've been trying various time loop incremental things, hence making my own. It feels like the genre is rather underrepresented.

I could not agree with you more about the genre.

I played Dark Chronicle (North American Title: Dark Cloud 2) on the PlayStation 2 growing up and fell in love with the concept of time travel instantly. Since then I’ve been on the hunt for other games that handle time travel in interesting ways and I always seem to find myself depressed and bored with the overall lack of options.

Sure, there are a few somewhat interesting and genuinely good games out there, but I haven’t found anything that really screamed “This is it!” for time travel related games yet.

As a result of my interest in time travel, I inevitably found myself playing time loop stuff, too. There’s a fair bit more to pick from but absolutely not enough. So I’m genuinely pleased to have found this and my only major complaint at the moment is just how dang early it is in development (meaning there’s little content to enjoy lol) but please don’t rush - I’d rather play a great game than a ‘good’ game that could have been much better.

If you are looking for new ideas for other games, let me know and I’ll gladly spitball a bit with you. Schedule is unreliable at the moment so I doubt I’ll be much help with development, but I will gladly playtest and provide feedback and ideas when I can.

Are you planning to allow mods for this game? Spent a couple hours yesterday messing about with another game (NSFW game, won’t link it here; or even name it lol) and now that I’m here… I’m curious. I have some weird and random ideas about content for this game that definitely would not fit with your version, but I think would be fun and goofy if I could get my hands on the source code. xD

I'm gonna be way too busy with this game to think about the next for the foreseeable future, though I've often wanted to make something like evil islands - a russian stealth RPG where constant savescumming is like the main feature, and it had a cool crafting system I haven't really seen elsewhere.

I'm glad you're liking ufwg, I've spent a few months working on core mechanics by now, so although there isn't much content yet it's more a matter of writing new areas. Though some mechanics are still unfinished, especially greater time manipulation is gonna be hard probably. 

I'm not sure about fully open sourcing it, but mostly cause code is a huge mess right now. Not sure this game makes sense for mods either, but I could share the repo with you when it's a bit cleaned up in a month to poke around.

I'm also curious about your thoughts on terraformental. You can email dk1a@protonmail.com btw

I feel like anyone that doesn’t spend months working on the backend before their first release probably doesn’t know what they are doing and they will have some serious problems moving forward lol. (A lesson I learned the hard way) That, or they are making a jam entry or something and dev time is very limited (which also means the game jam version will most likely be lacking in content; which is perfectly fine for game jams)

Not all games support mods and that’s perfectly fine. Idle curiosity more than anything else. If you feel like sharing the repo, feel free. You can send me a DM here on Itch. I don’t check my emails often enough to try to rely on them for any kind of communication lol.