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(+1)

Nice entry!

The dungeon works semi good as well as the combat.

Moving around buffers up infinite movements which lets the player bumb into walls repeatedly when miss-moving. I did a similar thing on the jam 3 years ago and try to stay away from that now. 

The Combat works nice, but since only one of your character can move each turn, you kinda just use the ones with biggest reach and the ones you got and used in the beginning will just be left standing at their init positions.

I like the essence upgrade rooms but the upgrades were very plain, maybe these could be modified someway to become more interesting. The chick in combat were a random addon, but hard to accommodate for when trying to do tactics. So I would have it more predictable or remove it. Actually I would like to have the entire enemy movement and attacks a bit more deterministic so you can plan your actions and use more strategy in general. I would still like the combat length to be fairly short since they are random occurances. 

I liked the save system, and thats the only reason I completed the game, since I had to stop playng after reaching the final level and come back to it another day. Super nice.

The full screen mode was a bit wonky for me. It changed one of my screens resolution and the computer struggle every tme I tabbed out of the game or tried to do stuff on my other screens. If possible make it run in windowed full screen mode or similar.

I guess the story is fine, but I had some trouble immersing into it, but maybe that's just a me thing. Maybe a bit to much text for my taste.

Thanks for the game!

(+1)

Thanks a lot for playing through my game and for your thought-provoking review! To answer your points:

Thanks for the tip on the movement buffer. You're right, it'll make the controls tighter.  I'll be sure to switch to a borderless fullscreen mode, too. I honestly find the current mode clunky  too but didn't take the time to study the alternatives.

Your remark about being discouraged to use any piece but the strongest one each turn is noted, I think I can improve that by giving different movement range to the pieces.

The chicken piece is there purely as the jam constraint, but I honestly like it as it is, unpredictable and potentially restraining the player or enemy movement. I don't want to make the enemy decisions more predictable because chess with telegraphed enemy movement sounds a bit dull in my opinion.

I tried to keep dialogue to a minimum while keeping it as natural as I could (for instance, no more than 10 lines before each boss, except for the good ending sequence where I allowed myself 15), but I still made it skippable in case the player doesn't particularly care for it (which is totally fine).

Since I worked alone (code & graphics), I couldn't add as much features in the combat and upgrades system as I wanted too, so that level of tactical depth is what you get for a week's worth of my time. I do have plans to improve it further, though.

Thanks again for your comment that gave me a lot of pointers for future improvements! 🙂