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(+1)

The atmosphere is really nice, and the gameplay reminds me of various ascii based games or old dos games (I'm old, haha!). I think the core gameplay is solid (You're making a "extraction grave robber," a much cooler name than extraction shooter, isn't it? ).  There's some natural risk-reward going on as player venture further away from the shop, which I think you should focus on deepening.

However, like other users said, the game can feel quite confusing for newcomers. The various issues I encountered:

  • I though the solid black tiles were walls, and was very confused as to why the "dungeon" keeps shape-shifting as I move.
  • Since there's no feedback from picking up items, I thought my character didn't pick up any item, perhaps because they were worthless and I must dig more to find the good ones.
  • My character is invisible when standing on an item. I guess this is a bug?
  • I also didn't realize there's a shop until I tried to run away from a zombie
  • I didn't realize there's an inventory system until I read the comments. I thought the character would simply pick up coins and valuables from the graves, and was confused why my coin count never went up.
  • I couldn't tell how much "heal 5 hp" is worth as I didn't know how much hp i had.
  • Overall, the game lacks feedback for various events.

So my suggestions are:

  • Add some sound effects! Something similar to the NES/game boy would do. Or just record something with a mic (what I did back in the flash game days)
  • Use two transparency setting for your fog instead of solid black and transparent.
  • Add "Picked up X (worth Y)" message when you picked up something.
  • Backpack capacity on UI. Something like "🎒 (3/5)" would do. Turn it red when it's full.
  • Health and healing: either show your hp number on ui, or replace the health potion with a "heal to half/max health" service?
  • And finally, a gameplay suggestion: Don't present the shop as a shop, make it the safe haven. A place that the player can rest, chat, just relax after each raid.
(+2)

Thank you so much for playing the game and the detailed review!

I absolutely agree with all your points. My original vision was much closer to your suggestions to start, but I had to rush to get a working game in time for the game jam, so a lot of it got taken out unfortunately. 

I do want to continue this project and my goal would be to have it be a traditional roguelike extraction game so the old-school vibe is a great compliment. With the shop being something outside the grave maps, you would sell what you got during a run and stock up on items for the next one. 

The flashing player is actually the visuals cycling through the different entities on the same tile so you can see what is there if multiple items are on the same grid.