Early impressions after two runs: in case the description wasn’t clear, because I do think it obfuscates a pretty important design conceit, this is a roguelike that gives you a run into a procedurally generated dungeon once daily. If you die or exit the dungeon, your daily run is over. You could cheat by moving your clock ahead, and the game allows multiple characters with their own exclusive world states, but I do find it defeats the purpose of the game which is to weigh carefully the single opportunity you have to explore.
Freeport is simplistic on the surface: no exp or levels, no way to increase your stats that I’ve found yet (although I assume alchemy will be involved), monsters are few in number but your health is low and at this early point in the game you live and die by ranged attacks because your guy can’t hit in melee worth a damn.
It’s a fascinating game with some silly humor and a lot tension built in from its limitation on your time. It feels like an adventure that encourages daring play rather than throwing characters into a meat grinder until you get a good seed. It will live or die by how much it opens up in the midgame, whether or not the daily adventure becomes habit forming and bares any long term substance, but already I’m thinking about how best to approach the game the next day so it has its hooks in me already.
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