Found the idea of using what would normally be seen as equipable items, in most RPGs , as consumable attacks instead to be a fun experience! The core gameplay loop is very solid and cycles cleanly allowing for long play sessions if one so desires. I was surprised at controller support being an option and the game even having leaderboards!
This game has a lot of accessibility with all the different ways we can play and allowing for the game speed to be sped up!
It was interesting seeing how different items had different effects on different enemies. Adding an option to check how much loot we got from a single battle and/or being able to see what everything we gathered in a menu and/or at the inn would be very nice. I found myself wondering a lot of the time how much of each item I had left and if it would be worth to use the more stronger items or keep holding onto them.
Viewing post in Hungry For Loot jam comments
Thanks for the feedback. Glad you had fun.
Most of our past games have been largely developed with controllers in mind, and as our primary input. While we planned this game to be playable with only the mouse, maintaining controller support was on our minds while we setup the UI. Our first GWJ submission was also really bad on accessibility, so we put a lot of effort into improving that area of our development.
We plan to add an inventory screen where you will be able to see and organize your loot after combat. Maintaining controller support for the UI of the inventory is one of the reasons we put it off until later. The inn was supposed to be a town with more to do as well, including a shop to sell old loot and get some special upgrades.