[Playtesters Wanted] Ashes of a Dark Harvest — branching narrative, multiple endings

Hi everyone,

I’m looking for playtesters for a completed interactive narrative project: **Ashes of a Dark Harvest: The Forgotten Mage** It’s a choice-driven, dark fantasy story (approx. 100k+ words) with multiple endings, failure states, and a strong emphasis on exploration, memory, and consequence.

I’m especially interested in feedback on: - whether choices feel meaningful - whether failure states feel fair vs. frustrating - pacing across longer playthroughs - whether players feel encouraged (or discouraged) to replay The structure allows players to miss content based on their decisions, so I’m trying to strike a balance between discovery and clarity without breaking immersion.

The game is currently hosted on itch:

:backhand_index_pointing_right: Ashes of a Dark Harvest

If you’re interested in taking a look, I’d really appreciate any feedback—whether general impressions or specific observations. Thanks in advance to anyone willing to try it.

1 Like

I got to this part and there wasn’t a choice and I didn’t appear to lose. Just an FYI

1 Like

Excellent. That is quite a few screens in. Thanks for checking it out in-depth. I will see why the path isn’t showing up.

OK, should be fixed now!

1 Like

I used to do QA and one of the methods, please don’t cringe, is go on a click spree looking for things like this.

1 Like
Capitalization Comparison (Click To Expand)


I’m usually focused on consistency in the UI design. I noticed that “Devil’s Hollow” is the only piece of text that shows up in title case within links. It does that in a few places, but also is uppercase later on in the story. It stood out and seemed out of place to me. Just FYI.

1 Like

Ha. I figured you got so captivated by the lyrical prose you couldn’t stop reading. :wink:

Thank you! Really appreciate the feedback! It’s easy for me to miss little things like that.

Yeah, I keep telling myself to fix that and keep forgetting to.

OK, fixed. Thanks!

1 Like