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(+1)

I played for about 30 min, and ended up with 187 defense on level 19 (not sure if there is a limit to the number of levels) and nothing could hurt me, but oddly only regular mice were spawning. 

Once the game crashed (maybe an infinite loop) when going though a door. About 10% of levels were unsolvable, usually because there was no way to pull or push the block around a tight corner, or a treasure box was blocking, so thank you for the skip button. 

Overall, very enjoyable concept that I'd like to see expanded.

THANK YOU for the thorough playthrough!!

  • I had more robust level validation, but I broke it when I introduced “pulling” the boulder (mostly concerned with Cyclops’ pushing the rock in a way that makes the level stuck)
  • The monster table has a bug that only the smallest rat appears after level 10 or 20…! Whoops! This same bug affects the “buffs” the monsters get, so instead of having higher HP, defense, and damage, you get base difficulty monsters, which basically eliminates all difficulty…

Going forward, I will replace the “stuck” button with a “reset” button, and have the full suite in place to make sure levels are solveable, even regarding chests, monster actions, and hallway-elbows. (There is in fact another bug / incomplete feature that is meant to make open chests something you can walk on top of, but that wouldn’t have been a complete fix)

(+1)

Making it so you can walk on chests after they are opened is a good idea and would fix a lot of issues I had. Or make them pushable/pullable like boulders