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Playing this has reminded me how important game design is and what can be achieved without godrays. Just wicked. Well done 👏👏👏👏

Edit: I want you to know I decided to create a category on Itch about excellent examples of game design, and this is both the first entry and the inspiration for the list.

Here’s my review: You’re able to make educated decisions that still have an element of risk to them, which makes tension present and the game not feel unfair yet punishing.

You can improve your chances by learning the mechanics, and learning the patterns of the encounters which helps getting things right but not ensuring it.

I didn’t like the idea of the mimic being a feature of the game because it felt random - but the more I thought about it, it isn’t: the mimic will appear on chests alone. Now there’s a chance for reward, but there’s a chance for defeat also. Will you take the risk? You can opt out of the risk by not opening the chest, so now it falls to you, the player, to make the choice.

Simplistic graphics and accessible on a mobile device, too. Input is touch. No time limits. Just method. Audio is enough. And there’s charm for sure by clicking on your vainglorious ​hero.

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mimic is not random, less random than the beholders ;)

You’re probably right - skill will reveal all zo/

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Mimic value is 11, while common chest is 0. Just do the math and you will know if it is a mimic or not...

Gods, this game is wicked. 🔥🔥🔥🔥