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(+1)

An interesting mix of a slay the spire-type roguelike and fighting game.

I ended up playing 3 runs of it, Two as the fighter and one as the rogue. My first run, as the fighter ended in failure as I didn't really plan ahead and had no idea what I was doing. On the second run, as the rouge, I was able to reach the final boss, but couldn't beat him (that run had me relying heavily on ranged cheese, and that strategy stopped working when the enemies got ranged attacks too). On my final run as the fighter, I once again unfortunately lost to the final boss, this time because I didn't have enough health (though my block button also inconveniently seemed to stop working? That might have been a bug, or I might have been mistaken).

+ The game has a good concept, and it executes on it well. It's fun integrating the character building strategy of traditionally turn based games like Slay the Spire with a skill-based fighting game. 

+ The strategic aspects of the game are very well balanced. It felt like success depended on effective planning ahead, scoping out the map and ensuring you had the right path. I feel like if I had kept trying a few more runs, I probably would have eventually beat it, it's a tough challenge but about as tough as a roguelike should be.

+ The games visuals are pretty good. Locations are full of background detail that makes them feel realer. There's very nice attention to detail, with the backgrounds all reflecting what part of the map you're on, and I was pleased to note that equipping different items visually shows up on your character (an oft-left out detail that really helps sell the fantasy). I think (though I'm not certain) that at least some of the assets are from unity asset packs, but they're used well, and for a (presumably) small indie team it's not really a big issue. The game ran quite well, occasionally stuttering but I'm on a low end computer so that's not really it's fault.

- While the game does have the option to block and dodge enemy attacks, they both run on very limited resources, and movement is somewhat limited too, meaning that it's almost inevitable that you will take at least some damage (or at least it feels that way, this may be a skill issue on my end). This compounds with how rare and inefficient healing is, leaving you feeling as though you are more at the mercy of attrition than your own skill.

- While you gain upgrades at a pretty good pace throughout the game, most of them seem to be fairly low-impact stat increases rather than more exciting bonuses. This is especially notable with the charms, which, while presented as quite valuable, often just seemed to increase certain stats. This isn't true of everything though, unlocking the different moves your character could use and trying them out was always fun, and there were some fun effects on the gear and charms, like an explosion when you dodge or gaining money when you hit an enemy.

Overall, while it had a few issues, I really enjoyed this demo! I wish you good luck on further development, with time I think this concept could be something really great!

Thank you for the well-written review and the praise! 

The boss fight: Overall,  we made the boss fight extra hard because that's where the "demo" currently ends. Hearing you made it this far is awesome!

Blocking not working: 
1: timing: (it takes .1 seconds between clicking RMB before it actually starts blocking, releasing RMB ends the block immediately
2: some attacks require a shield to be blocked: We will improve this by adding some pop-up text, as there's no clear explanation anywhere that a shield is required to block projectiles / magic spells. 

Please leave us a more detailed explanation if you believe it might have been a bug, as we have not encountered that. 

The game has a good concept, and it executes on it well. - Thank you so much! That's so fun to hear! 😊

 The games visuals are pretty good. Locations are full of background detail that makes them feel realer. - That's awesome to hear. We made some big changes to them in the current update that hit just a few days ago, so we were particularly curious on how that would be received. We expect to improve them even more in the near future.

most of them seem to be fairly low-impact stat increases rather than more exciting bonuses - I have a list of some new effects I wish to add. I know there's currently a lot of lazy implementations that simply raises a stat by X. We have lots of ideas on how to improve on that, and feel free to let us know if you have any suggestions on what you'd like to see! 

You can leave any suggestions in our Discord, or as a DM to either me or nallelie 
https://discord.gg/mXfXtEBEER

Thanks again for playing the game!

(+1)

Hello again!

Just wanted to let you know that you inspired me to try to reproduce some blocking bugs. 
I had a look at the blocking function and there were actually some bugs you could encounter 😨

I managed to make the block meter freeze at 0 and never refresh, but I applied some fixes and it works now! 😄
I also found cases where you could make it block even at 0 block energy, the animation played but no actual "blocking" took place (also fixed now)

Thanks for letting me know!