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Sorry if this comment sounds a bit harsh.

The key defining aspect of the roguelike/roguelite genre is heavily randomized gameplay. Traditionally, this means randomly-generated levels, though modern games will sometimes instead go for randomized modifiers such as power-ups. This game doesn't have that; the levels are pre-made and you get to choose which stat gets lowered.

The ranged enemies also don't feel fun to fight. It's often impossible to get in range to attack them without taking a hit because the passages are so narrow and your hitbox is so big.

The lack of ways to heal feels very punishing.

Sacrificing damage seems to be excessively harmful; you start off able to one-shot everything and losing that is a huge penalty. I focused more on lowering attack and movement speed because those seemed to matter less.

It's not too harsh and I agree. It's much less of a roguelike now than I had originally intended it to be and I should probably update the tags to reflect that. 


I also fully agree that sacrificing damage isn't viable but I can't think of a better way to handle it so until I do, it will probably stay the way it is. 


Thanks for letting me know what you thought about it though; I'm always interested in improvements.