My Review:
I came across this game by total chance, and I just have to say I LOVE IT!
It’s been a long time since I’ve seen a solid dungeon crawler like this, and the fact that it’s also a roguelike? Please, just take my money already.
That said, while the game is clearly still in early development, the foundation feels strong and full of potential. I’d love to see a community form around it too—maybe a Discord server or even just enabling threads on the Itch.io page for discussion and feedback.
No matter what direction you choose to take, you’ve already made a strong impression on me. I’ll be following this project closely and supporting it all the way!
Ideas for improvements / changes:
Perks System:
"Look at that. Maybe them bullets done your brain some good." – Doc Mitchell, Fallout: New Vegas
Not sure what the long term plan is here, but it’d be cool to see a perk system implemented, something you can unlock during runs (maybe after boss battles), and pick one per run. It could add that personal touch to playstyles or just add more spice to the gameplay. Tying it into the "detective" theme, like the red-string conspiracy board near the bed, you could even collect “evidence” that functions as unique perks you equip? Just a thought.
Greater Difficulty Options:
"The Grim Reaper doesn’t disappear… he catches up." – Unknown
I’m a huge fan of challenge modes. A cool idea would be a “Grim Reaper” mechanic that shows up if you take too long on a stage.... unstoppable, game-over if it catches you, but avoidable if you stay quick. Maybe each level (based on theme) has it's own unique chaser enemy?
Another idea could be optional survival elements, like a more complex food/drink system. Currently, consumables offer buffs, but maybe they could have additional uses or drawbacks in a survival-style mode?
The Glasses:
"Glasses, where are my glasses?" – Velma Dinkley
I love the glasses, I think they could be a little more helpful. Maybe if equipped, they could reveal +1 extra tile of the map? When a map is cleared of enemies, it can drag a bit just hunting for that last tile. This would help streamline that without changing core mechanics.
Gun Mechanics:
"And when that doesn't work… use more of them." – The Engineer, TF2
A risk-reward system for guns could be great! For instance:
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Guns can hit one tile further ahead (since they’re ranged).
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But! They make noise, alerting enemies from further away.
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And if an enemy is too close (melee range), you do 50% less damage due to poor accuracy or panic.
Ranged weapons in games like this is always powerful, but I love the idea of having to move around the map in order to fight instead of just standing still.
More info:
"Knowledge, IS POWER!"-Unknown.
While I like how clean the UI is at this point, I would like to see my stats displayed while i'm running around. maybe a little window that we can toggle on and off to the bottom left of the screen?
Resolution Support:
I’m currently playing on a 2560x1440 monitor, and while I get that the current resolution might be tied to the art or UI layout, I’d love an option to scale the game window to match my display. If not possible due to asset limitations, that’s totally understandable—just thought I’d mention it.
Thanks if you read all of this, and I wish you luck!