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Once I got the hang of it, I saw that this concept has some serious potential! The mix of being able to choose what goes in your dungeon but not where creates the perfect blend of agency for the player. If they're in a bad position, they only have themselves to blame. I did run into a bug a couple times after dying where the buttons stopped working and I had to reload, but it didn't happen consistently, so I don't know what causes it. I think if you also included a way for the player to influence the layout of the map tiles it would be all the better for it, because it's currently possible to get soft locked if you get too many dungeon ghosts in bad spots, as pictured.  That and some balancing changes to the damage and health of some enemies would make this a top-notch strategy game! Uh oh