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The overall quality of this work - especially for so short a time - is very solid, well done!
Although there was a bit of confusion in the beginning figuring out the controls, it was relatively easy to pick up and understand.

For the combat, I think there's quite an opportunity for improvement in terms of readability. Often I found myself not being clear on who is attacking and who is taking damage unless I'm actively reading. This isn't so bad once you get used to it, but it could definitely go smoother.
I did like the cool ability names that reminded me of Final Fantasy.

The explicit display for when you'll next enter combat is an interesting addition that allows for more strategy of how far you can afford to move without danger, and the fact that more difficult combat scenarios pop up in different (closer to the goal) sections of the maze is a neat idea, and it helps subtly guide the player which is always great.
Unfortunately in terms of guiding the player it leaves a lot to be desired, I get that it's a maze but areas and especially objects of interest could look a bit more unique, so at least you can easily recognize if you had already been there. It hadn't even occurred to me that the final chest was the chest I was looking for until the third time I walked past it.
This is exacerbated by the maze exploration constantly being broken up by combat, after which I lose all context and am once again lost. I think this could be improved if the combat took place in the same space as movement (Chrono Trigger style), or at least the overworld stayed in the background so I could still be anchored to that context.
As it is I took so long being lost that I was way over-leveled by the time I got to the end of the game.

Finally the ending felt a bit abrupt, I think it would have been cool if you also had to escape with the coffee, perhaps without the help of healing stations this time, since you have now learned the layout of the map.

Overall I was impressed by how well put together this game was.