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I liked this game, and once I got into the rougelite/run structure of it, the difficulty curve also started to make sense.

The graphics are simple but effective, with a clear color palette. Though more juice (glow, bounce, intros, outros...) would probably make the game feel cooler still, lots one can do within this general minimalistic style.

I agree with previous comments on information communication... it's not always obvious what upgrades will do... the whole concept of "upgrades" being the word for the in-battle hex modification wasn't obvious to me, since it could also refer to the between-game improvements. And also the state of the game... it felt a bit "amorphous" to me... where it was hard to quickly identify what the important features are. I think this is partly a risk with the minimalist style... that's one of the jobs those big black dragon graphics might do in a fantasy themed game, drawing your eye and make it immediately obvious that you need to focus on them. I think your game might need to solve that same problem in some other way.

Is there a way to do upgrades et al without using the keyboard shortcuts? Because I think there should be, even if it's suboptimal for an actions-per-second PoV.

All-in-all though, this is a game with clear potential... might need improvements in the presentation, and more features, to make it feel more like a complete package, but I believe the bones are there and work well! I had fun while playing it, and that's a very good start.

(+1)

Thank you very much, I'm glad you like it. Now you've pointed it out, I agree that 'upgrade' is suboptimal. Maybe 'build attack tile' would fit better. And yes, I understand the information problem. Initially, I was thinking of a more fantasy-style approach, but then I decided to go with a "keep it clean and simple" approach. It's difficult to deviate from that now.

You can just click a tile and then press the 'Upgrade' button in the bottom right corner.

(+1)

Yeah, dont get me wrong, I like the simple abstract style! I just think you'll have to work a bit harder to get the feedback going that comes naturally when you have large menacing dragon sprites :-)