Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

So we had the same starting point of "a king sends aventurers to an unknown territory, with a high chance of death in the process" but two very different implementations. First art is really great and audio is nice though it tends to be a bit repetitive in the long run.

For the gameplay, I think it kinda works againt itself since the best strategy seems to be sending adventurers to death with nothing to raise money and try to have an adventurer with all stats above 10 and in doing such totally ignoring what killed you or not or learning from the what happened in the previous runs. So it kinda ends up with store a bunch of money then try to optimize your stats in the shop, hoping to have good items, to see if you pass the average stat level.

I'm not sure if I'm right but it seems that each event has only one stat check to be resolved. Maybe having two or three options, with a low/mid/high stat check would allow to have various build investing intensely and give more variety in build. But we would also need to know why we didn't pass a check since we only know why we suceeded.

I wanted to let people save up on money and cheese the game, after all they are the evil ones to let some adventurers die for profit :D besides cheezing the game or not they still witness plenty of deaths and quotes which is like the main point of the game :P

In the hindsight, yeah giving the fail reasons would have been better. That's a definite improvement.