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I played it for a bit,  the UI is a little weird with selection options where I can select someone who has already done an action. The Music and VFX needs a bunch of work.

Can you move the unit giant portrait to the other side for a better view of the enemies? Seems weird it's on the enemy's side.

With attacks, Darkest Dungeon has the closeups which are effective with showcasing motion with less sprite work. This game really needs that sense of motion. Along with how attacks work in an order where enemies can interrupt your party's actions instead of setting up everything and having them attack between your actions anyways where you cannot respond. There is some bare basic tweening using spine for Darkest Dungeon too. I have a problem with adding that too, but I recommend it.

The game needs icons instead of text and a better icon placement for the enemy select arrows.

Has lots of promise, but I really recommend watching some videos and taking notes on Darkest Dungeon for exactly every tiny detail in the combat and UI for you to add, for example showing the skill and who is being selected when it happens before the attack happens, giving some time to process what will happen.

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Thank you for playing! Yeah, I am going to polish the UI/UX and VFX for next time.

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I'm very interested in where the game goes. I wish you luck.