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I think I can see what this game was going for, but quite frankly I was very confused for most of it.

First of all, the game experience wasn't helped by the fact there's no full screen option. So the game and UI were very squished in my playthrough.

I didn't understand how to use cards, or if there was some difference between some of them. I assume it's a bug, but I was confsued why after using a card once I would then have to manually reassign it to the deck if there was more than 1 of the same type left.

The overlaying UI windows are also very confusing because sometimes they don't hide when they're supposed to. Like the player health and current attack screen doesn't always go away even when press the button to hide it.

I think reusing the minimap overlay for the combat isn't a horrible idea for a turn-based game, but

I honestly wish there was a less intrusive health UI that was visible when not in combat. As my runs always ended by me not knowing how low on health I am, and then getting one-shot by a surprise enemy.

I'm not crazy about the font choice either, it's already a bit weird to discern some letters. Combined with the small viewport it made reading harder than it ought to be imo. And eventually I just stopped bothering trying to read them.

Back to positives though, I love the graphics of the dungeon, and the minimap looks pretty and itself isn't confusing. I thought the movement felt nice and snappy. Though I do miss the ability to strafe, and the ability to hold the move key down when moving backwards.

You managed to add an impressive number of cards with unique art and effects, and the number of terminals scattered around is neat.

I think there's definitely something solid in here, but it's buried under a layer of confusing combat UI, and a lack of feedback.

Good work!