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Great game! I like how you're forced to make educated guesses; it's about minimizing losses, opening up the playing field to be able to deduce how dangerous surrounding tiles can be, doing the maximum amount of damage each time before either upgrading or picking up a healing scroll (at least if you want to clear the whole board). The idea of being a dungeon crawler who doesn't know what danger surrounds him fits the vibe of the gameplay really well.

Some upgrades to the game that could be useful would be the abilities to:

-  lock a tile from being clicked (I first wanted to save the lovers but accidentally killed one later in the game because I had 9 hearts left that I wanted to use because I was already able to upgrade, at that point I had been staring at the game for so long that I forgot about the achievement, it was a bit of a bummer)

- color group tiles and give that color a number (sometimes you know the value of a group of tiles but not of each individual tiles, keeping track of those groups can be overwhelming)

-add "lesser than" or "greater than" signs to tiles, next to a number (sometimes I knew tiles couldn't be certain values without knowing what value they were precisely; these signs would've been helpful then)

- need a double click before damaging a tile (it's easy to accidentally click once, which could lead to an immediate game over); this could be something player could adjust in the settings.

- block a player from damaging a tile if it is either known that they would die from that action (because the underlying monster was already revealed at some point) or when the player has already filled in a number on the tile that's higher than their current amount of hearts. (I lost a long run because of not looking to well at the damage numbers compared to my current amount of hearts; I already had more than 13 heart slots and was trying to see if I could clear the board entirely; a stupid mistake came with a big loss)


Otherwise, awesome game already, I will try it out again in the future.