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(3 edits) (+1)

TL;DR version: Charming and nostalgic RPG with great music and expressive main characters. No random encounters is a big plus. But the low HP/MP pools and reliance on potions make boss fights feel tedious rather than strategic — especially since there’s no leveling system to ease the grind. If fixed-power progression is the goal, the resource economy needs better tuning to keep combat fun instead of exhausting

Detailed version:

There's a lot to like here. The music, the expressive art for the main characters, and the nostalgic feel all give the game a charming foundation. I especially appreciated that you avoided random encounters — a great modern touch that I think works well.

That said, I had some trouble with the balance. Managing HP and MP felt like a bit of a slog during the demo due to how small the current pools are. If leveling isn’t part of the system, I hope there’ll be other meaningful ways to increase base stats — otherwise, long fights start to wear thin.

The boss fight against the slime was the main sticking point for me. I eventually figured out how to stop its regeneration — I think it was Reinie’s multi-hit skill — but it wasn’t clearly signposted, so I wasn’t sure if that was the reason or if the regen just ended on its own. A simple feedback line in the battle text would’ve gone a long way. Also, a text speed option could help during boss fights, where reading combat clues is more important than in regular battles.

Even after cracking the boss’s gimmick, the fight dragged on — mostly because of how often I had to use potions due to low mana. The repetition of drinking potions every few turns made the fight feel like a boring loop. If that’s the intended flow, I’d really suggest acquiring resources feel less restrictive. Otherwise, it risks replacing level grinding with item grinding, which hurts the pacing just as much.

I actually like the idea of a fixed-power system where progress comes from strategy, not grinding. But if that's your approach, then grinding for potions shouldn’t become the new bottleneck. That could be addressed by letting enemies drop potions, increasing gold rewards, lowering potion prices, making potions more effective, or simply raising base MP. I’m sharing this because I want to enjoy the combat. The foundation is there, and with a few adjustments, I think it could really shine