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Perspective coming from game-tester and user-experience designer.

This feels like a project made for learning how to do procedural generated levels, and it turned out great in that regard. However, there's not enough depth to mechanics and its entirely RNG dependent not just in terms of getting an unwinnable map, it feels like there's no way to use terrain to set up enemy encounters to ensure you don't take damage on first engagement with enemies in some circumstances.

If you want to make a couple simple changes to add that depth, check out Lufia II: Rise of the Sinistrals on the SNES they had a system where enemies would only move when you move, but they had different behaviors such as some move two spaces for every one you move or they move one space for every two unless you get in their line of sight and then they charge at a speed of 2 or 3 spaces for every one you move. Lufia 2 also had the ability for you to change the direction you were facing without moving and swing your sword to make enemies move while you were stationary, allowing you to set up first-strike in the RPG turn-based battle system. Just even making it so that enemies move more than one space per move the player-character makes could've made this a much more compelling entry.

Thanks for playing and for the feedback! This was my first real attempt at making a roguelike game so I'm sure there's a lot of room for improvement. I totally get what you mean about it being too RNG dependent and that's definitely something I'll be thinking about in future projects. Will definitely check out those games you mentioned!