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I thought what was here was a great base for a game. The graphics were great, the combat stood out as something that was familiar that felt like its own thing. I do in general like when turn based games give me a chance to defend while I'm being attacked to just keep things a bit more engaged while the enemy is going to town on me.

I'm torn on the weapons stuff because while on one hand I think quickly powering up weapons and getting special attacks with them is neat, I'm always torn on weapons quickly breaking. I hated it in breath of the wild because it felt really micro managey where I just didn't want to have to deal with constantly going into a menu to change menus. That being said it bothered me less in this because I knew exactly when it would break, and could plan in advance. I still question if every enemy dropping a weapon and having to deal with them if I stop on that square and dealing with equipping a weapon every 3 attacks won't get tiresome, but my gut says it will be fine. Just a thought. 

Overall though I'm quite interested in seeing how this one turns out and think this was a great showcase of the potential of your game though. 

Thank you for this lovely feedback! 

We're intending the breaking blow system to be a core of the game and are trying to tune it so it is interesting but not frustrating, exactly because we had that experience with Breath of the Wild ourselves! In our next demo we'll have some attempts at designs to make the dropped weapons more usable and chew through them faster.