Heyy nooo, it’s not rude at all, and I actually see how that looks confusing from the outside.
Lota Labs is more like the umbrella name that I use for all my digital content creation across YouTube, Instagram, and software development. It was a big decision when hosted games asked me what name to credit for the game. At first I wanted to use just my personal name but in the end, I chose Lota Labs just to stay consistent.
So because I operate everything under that one personal brand, my website serves as a central portfolio for all my projects… both my interactive fiction games and my tech development. When job searching, Lota Labs about page is what I send to employers as my portfolio.
When I called Keeper’s Vigil the “foundation of Lota Labs” on Instagram, I just meant it proudly as my first major commercial game release as an indie developer.
But yes, I realize now that mixing my traditional gaming portfolio with my future tech projects on the same website caused some crossed wires, and I’ll for sure be looking at making that separation clearer on the site.
I am always happy to answer other questions about the game itself, but I’ll be focusing most of the rest of my weekend on organizing the bug reports for the first patch. Thank you again for giving me the chance to clarify
______________________________________
@Alwiane
Your question has been hanging for 2 days. I’m so sorry I couldn’t answer until now! (The forum restricts consecutive replies, so I had to add this to my previous post)
I designed that early Yeti encounter specifically to establish that magic isn’t an automatic win button for every single situation in this world. I wanted players to realize early on that relying purely on Necromancy or Arcane Knowledge won’t solve every problem, and that having a secondary survival skill or knowing when to use a different approach is going to be important in later chapters.
At first actually I considered putting a warning at the beginning that will ask players to build a secondary stat, but I felt like that might break the immersion or spoil the tension of figuring out the world’s mechanics.
That being said, I am for sure on the lookout for all the feedback on the balancing. If it feels too punishing for pure-mage builds, it’s definitely something I can look at tweaking in a future patch