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(+1)

This was interesting. For my taste, it's a bit too slow paced (leaning in the direction of a tactics game) compared to a trad RL where you can complete a turn in 0.1s. I think you pointed it out elsewhere but maybe doing things like making weapon swapping easier would make this faster paced. I would appreciate a blend of RL controls like... bump to attack if I'm adjacent.

But still an interesting system with FP. It's a bit confusing at first, but I got the idea. I often didn't feel like I had many options per turn though, mainly just trying to move away from monsters when first encountering them to burn their FP. But then when we start fighting, often not sure what else to do. Trying to move after accumulating any FP is ROUGH. Swapping to a bow sounds nice, but the damage is super low, making that part even more tedious. What I see as the potential here is learning how to work around each monster in a puzzle like fashion (e.g. if you can get them to move just far enough to not be able to attack, say). That seemed difficult to learn because IIUC the same monster sprite/color could have random abilities.

I assume running and swapping out to bow works but never quite got that rolling. Another thing that bugs me is that it appears the safest thing to do is grind the easy floors safely for very little cash. Something that roguelikes prevent with hunger clocks and whatnot.

Anyway, don't want to sound too down on it! It was a nice experience and fun. I love the title screen and set up. The concept has a lot of potential.

(+1)

This was a wonderful review to read!

Lots to consider here about the overall pacing and purpose of the game, but all in all I agree.

From my perspective, the game just barely got finished, and so many of its ideas are nascent/underdeveloped.

My intent is to return to this game after the voting period, and to refine the UX and fill out the types of weapons/abilities for the player and enemies alike.

Thank you greatly for your time and detailed review 🙇🏻‍♂️