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(+1)

That was quite a long game.

I liked the story, though I still feel a bit confused by the resolution. Finding all the notes was very nice and provided an incentive to exploration.

Battles were nice, they’ve provided enough tactical choices, though at times it felt repetitive and I didn’t understand the strength/weakness system very well. Due to the sheer number of weapons it was hard to keep track of what you have, what to keep and what to “fuse”, it almost felt like I was discovering new weapons too fast, it might work very well for a long game (10h+), as you’ll discover them less often and can have a very deliberate choice of what to use.

Graphics were nice, clear, readable. Though I felt like perspective was a bit strange/wide, but that might just be the whole acclimatization to all 3d crawlers we have in the jam :)

I was very reluctant to explore the dungeon due to the amount of encounters, so I ended up quickly trying to navigate the minimap and draft where the boundaries of the map is, so I’ll have less encounters :D

Well done, it ought to be a good basis for a bigger game with a slower progression and more variety in tactics!

Thanks for playing and for your detailed feedback! In hindsight, I would have made the floors smaller and provided more incentives to explore. I hear you about the high frequency of random battles and abundance of weapons, fixed battles with less loot would probably work better. Combat took most of my dev time, and testing/balancing took most of the rest, so exploration was not as interesting as I would have liked. 

Thanks for playing!