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(+1)

Darkest Fantasy... that came out wrong.

It's clearly early in development but the game already has a lot of style which is important because Darkest Dungeon was 50% style and 50% gambling. The RPG elements weren't complicated.

Either way I think the UI is probably the biggest issue I found. Personally, I like chunky UIs with big portraits in them but some key information is missing here such as enemy health. I would argue some of the information on screen is unnecessary too, such as the money total and character primary stats. Especially when attack, defense and initiative are already displayed either explicitly or implicitly through the turn queue, which is probably too big as well.

Moreover, it would be nice if the game automatically selected a character that hasn't taken an action after exhausting a character's actions, and there was some sort of visual indication for attack range while aiming a skill.  

Finally, the characters that are not taking part in combat during a specific turn need to be hidden or obscured somehow, probably with a fade or depth of field effect, because when a slime walks in the middle of the party to do an attack it looks kind of silly and it's not made clear what the player should be looking at. 

Keep up the good work.