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(1 edit) (+1)

Nice game, first time playing and had fun. I like this retro vibe games, that's amazing for gamedev industry that "graphical" advantage is no more that important (maybe we grow up as gamers :D)

I love how you made generated dungeons, that's really nice foundation for rouge-like game. Mechanic of revile next room is brilliant idea of dopamine loop.

Idea of different weapons is really cool, each of them is different that's not only number changes. 

What was my thought (do not treat as something to change, just my perspective):

  • There could be settings for volume level, music is good but I had to lower down system sound to play comfortable 
  • Would love to see that next move would cost me life, enemies movement wasn't predictable for me. There is potential even to mechanics that allow you simulate next moves before acting (eg. Forestrike)
  • Rouge-like type game was thought for me, for sure that's the point of the game. So maybe there could be some kind of upgrades to revive your character (limited). Something similar I saw in Hades game.
  • I had some problems that bat was around corner and I must sacrifice my life to bait it out for clear shot, probably could use rocket but I assume that's something I should keep for bigger enemy. Maybe that's something about balancing enemy instead?
  • I would love to have some small tutorial, controls described on game site is enough but I think about ppl who do not really read anything before playing (my own mistakes in games :D)

Game has really nice potential for good narrative to cover rouge-like mechanics just like Hades did.

Congratulations on your submission!

(+1)

Hi pavelee,

thanks for playing and giving detailed feedback! It's really great when someone gives one of your games a chance and plays it intensely.

What do you mean to say? That my graphics aren't fantastic??!!? :)

Thanks for your comments regarding better sound options. I will look into that. Same goes for a tutorial. I want a learning by doing approach. As you said, there are the controls on the game page and the PDF manual booklet. But players expect a certain quality of life these days. Ok enough old man talk.

Enemy movement is largely deterministic, except for when it isn't. The bandersnatch desert rats always look in the direction that they are going to move in the next turn. The bats move towards the player either horizontally or vertically. If you shoot them they stay stunned for a couple of turns. The enemy troopers walk towards the player, they take a turn to change direction e.g. aim at the player, and then shoot the next turn. Trout move away from the player as soon as they have taken damage... That's the experience that the actual player gains when doing a couple of runs in contrast to the character not actually leveling up.

Regarding ammo: I would just go ahead and use it. It's no good being killed and having a bunch of rocket launcher shots left over. That being said, ammo is scarce. Don't shoot enemies if you don't have to. Stun bats or chase away the trout and xeno monsters instead of killing them. Try and kill multiple enemies in one blast or with one laser shot.

Thanks for playing and providing such detailed comments. Cheers