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Not sure if you have support for landscape mode with phones, but that'd be nice to be used here for the browser version.


The bow targeting makes it feel random to the point of uselessness. The only time it feels useful is for sniping the slime master. Not sure how to fix that especially if you want a simple way that does not overlap with the staff too much.


Not clear to me what the buzzy (split animation) floor tile means.

Hey thank you for your feedback! I’m open to ideas on improving the items! The bow makes most sense with the slime master and the eye, both of which you might get knowledge of before they are in reach. I’d like it to be stronger though. Maybe allow it to attack not only the second row, but also all covered fields beyond the second row?

The split animation gives a clue on where the final boss in located. It also weaves into a subtle story which I potential sequel would pick up on.

Landscape: The game was primarily targeting Android portrait. Agreed it would be cool to have landscape on Desktop! It’s planned for the potential sequel!

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I'm trying again now and I still am not sure on how to use the bow for the eye. The spots I would think to try are never valid targets (I'm guessing diagonals mess with "second row" calculation).


I think the bow would be better if it revealed walls/floors at very least, perhaps some alternate type of highlight (miss?) that doesn't count as revealed. I'm assuming it can't take out all enemies, but no idea where that line is at (lvl 8 or lvl 5?).


Other note (re: Is the Game Always Solvable): I've noticed it's possible for walls to cross the map, and with diagonal gaps not always crossable... if you use the available hammers on banners (like before the entire wall is revealed) you can get stuck that way.

(2 edits) (+1)

Just updated the game, the bow got buffed. It’s a small change but it makes it quite a bit stronger: When a targeted monster gets defeated, the field gets revealed. This effectively opens up a new discovery path.

The game doesn’t make it obvious that shooting with the bow also requires hearts. Hearts are more like energy in this game; you need energy to shoot. I changed the bow to show its strength when activated.

The bow only shoots 2 tiles straight, not diagonal. I like that, because it adds kind of a quest to open up a straight line to shoot.

About being solvable with lots of walls: The starting area provides 4 hammers (though 2 are playing hide-and-seek). So far, I haven’t seen a map that’s truly impossible given optimal play. But the real challenge is: what is optimal play?

You can mess around with different strategies by replaying a map - just grab the seed from the bottom of the main menu and hit “Play Seed.” If you actually stumble on a map that’s 100% unsolvable (even with some lucky guesses), drop the seed or a screenshot! I’d love to see it!