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(+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.