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(+1)

Great idea, and very interesting theme interpretation. We were thinking about "breaking loop" theme, and happy to see someone put it into action :)

Initially, I felt like the main mechanic was underpowered/irrelevant - you have close to zero control of your order of actions (and their attack type). But after I encountered the first shop and it had "your next attack is X" - it clicked! But I think it's worth putting shop earlier (like after the first fight or so), because until the first shop, it felt like I had no control in the game.

Also, it would be way easier if you made an explicit hint that your weapon now changed attack type - it had me experiment a bit to see if it actually works. And it feels like your attack type priority is reversed to what's usually used in this kinda of game, which adds to the confusion :) Although it might be intentional - you broke the rules there :D

That said - great game, really enjoyed it :)

Thanks for playing! Each weapon's has its own attack type, and your attack type for the current turn is based on your current weapon. Basically "your next attack is X" skips weapons in the loop until it chooses a weapon that is of X type, which is then shown in the bottom right during your next turn. Should've explained it more somewhere. 

Having little control in the first stage is true, but I did balance it to make it really hard to lose, but I agree that is makes the game slower in pace. You are still able to use the Break ability in the first stage, which lets you change to any weapon,  but there aren't enough enemies in the first stage to fully charge it. Will probably make the starting stages shorter and also increase starting money.

And yeah, I agree with the types being confusing. I basically copied the type-triangle from a game called Melvor Idle, but replaced ranged with defense (which doesn't really make too much sense). Yeah, thanks for the feedback.