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(+3)

I absolutely love this concept. It needs a bit of polish, but the base idea is excellent.

Suggestions:

I think if you're going to have artifacts that add status effects (such as Coal) they either need to be their own reel(s) that do not impact your base weapon, or they need to scale with your weapon damage.  As it stands, obtaining Coal feels like a burden that actively makes you weaker.

I also think that harder fights should have a higher minimum bounty. It feels terrible choosing to fight tougher enemies only to be rewarded with 0 gold, and a boss fight feels like it should always have a minimum value of at least 1 gold per reel.

If you continue to update this, I'd love to see more options for starting gear or even entire characters with different gimmicks. Perhaps a bandit class that focuses on stealing money/doing more damage when they have a lot of money, an alchemist that focuses on status effects, etc.

Bug Reports:

- I've experienced an issue multiple times where I level up mid-combat and I am unable to spin a reward. This seems to be linked to having +20% XP.

- When starting a new run after dying, my equipment durability is often not at full (for example, I'll spawn with a club that has 2 uses left and a knife that has 20)