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(1 edit)

You found a clever way to tell a story, it works really well.

The music and sound design is pretty good, you could slightly offset the pitch of the slash to add more variations.

Now the combat:

I don't see why I would want to block 75% of the damage, I don't know how much damage the enemy will do and I don't know how much health I have. If you vary the amount of damage from attack to attack, but you clearly indicate its intention it would give me an incentive to use the defense.

To chose which attack I want to lend I think that I need to know the enemy's health point or at least I think that I want to know the impact my attack might have.

I did not find the stats impactful enough.  I would have loved to play the game without having all my skills (attack & defense) and unlock them based on my stats or make them synergize with some attribute. For example an attacks that deals X * dexterity. This would even give a stronger incentive to use items at the right time.

Congrats I had fun playing through the whole game.

this is great feedback. We will really consider these points in our next update. We have pushed the update slated for 02/15 (V.003) for damage numbers. 
we also are providing a foundation for more replay and better implementation/use for stats with items in our V.004. 

Thanks for playing our game we would love for you to try again in our next update to let us know more. 

Feel free to reach out when you need some feedback :)

Hello, glad you had fun, that’s most important part :)

Not knowing exact damage of enemy or their action next turn is intentional at this point. Personally, would prefer player to “go with vibe” while choosing their action. Min-maxers will just figure out numbers.

Stats impact is one of main priorities of next 2 updates. Block will probably be redesigned at some point.