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(1 edit)

Played in Emu, Later.

-It's been awhile since I played a GB RPG, but the UI feels lacking. I guess mainly the map, combat and rest screens are better. Well, I do wish that the skill names would be listed rather than 1 2 3, but it is what it is.

-Pressing (nintendo) B while on the attack-skills-run-etc selection will cause it to move the box down then back up but won't actually do anything. Just seems unintentional.

-You can get an enemy encounter when you step onto a special event or floor exit, which feels weird. ie walk onto an 'adventurer' and do a fight, then immediately get the option to greet him.

-Using half tile movement for the map was a good idea, makes the small area feel bigger, even if at first I thought it felt too slow.

-Floor 8 now, the enemies are getting stronger, but it seems like the Strength I get from the camps is basically a stat boost, so we are too. So far, the mage Ai is quite OP, since his spells one shot most enemies, cost only 2 mp, and he has lots of it.

-Don't really understand what the icons in the top right of the map. Battle also has some icon in the top right, I guess denoting whose turn it is, but that seems extraneous when you already have your character name displayed.

-When a party member is attacked and they aren't active, you can't see what their new HP is.

-Well Ai died because I got bored and accidentally made him attack instead of cast a spell, oops. Level 10 now with no rest in site and no healing items, I didn't respect that it would be this long of a stretch between rest points. Also nearly out of stamina.

-I try to last, but with random enemies getting to attack first, I get whittled down on F11 next to the exit. Adam dies by casting parry for the first time, then learning it doesn't work how I think(100% block + some damage to enemy), so he just dies.

Well I'm done playing now. It was alright I guess, gameplay felt a little bland until sudden difficulty.

(+1)

The UI is still a work in progress. The skill menu is the way it is due to limitations with GB Studio and displaying string variables. I'm looking to alternative ways to display them.

The enemy encounter on special tiles is something I deliberately left in, but I might change it. It only happens due to how functions are ordered.

The icons in the top right of the map screen are meant to be your hunger and tiredness meters, but they don't really do anything until they hit a particular threshold, needs adjustment and explanation.

I'll add some extra dialogue to let players know the new HP value of party members when they take damage.

Parry works by returning some damage to the enemy, but I probably should lessen or remove the damage player characters take. Super block does block all damage currently.

The difficulty is intentional, it is meant to be a roguelike after all. But it needs more balancing. Camps are meant to be available every 5 to 10 floors, but the demo purposely has a bunch of levels without them to make it more difficult. I'm debating adding additional places where players can heal.

Thanks for taking the time to play. I know it's a little rough.