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The systems for combat are interesting and have a lot of potential. I played the tutorial up until reaching the market, but I wasn't really interested in anything aside from the fights and didn't feel interested enough in the city to wander around after that. I feel like the combat has enough potential to be its own game (roguelite or whatever) without having to bother too much about the story and exploration. 

Some notes:

  • When your turn overlaps with the enemy, the enemy's isn't shown, so it appears like he just doesn't get a turn. 
  • Holding CTRL is kinda annoying, I wish it was a toggle instead, although the turn display on the right is good enough that I realized I don't need to have the CTRL menu open all the time. 
  • Having to select an attack just to see the current accuracy%  for each enemy, and then cancelling it only to be returned to the top of the list is annoying. I think you could just show the % for all enemies at once for the given attack instead of having to switch between different interfaces. 
(+1)

Thanks, making the city interesting enough is a challenge I'll have to face through development. Thank you for your suggestions, I'll try to implement them all in the next iteration.