Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hey, I gave the game a quick play.  You've definitely nailed the table top dungeon crawler vibe.  I'm not sure I understood all of the interactions and mechanics, but I feel like I had a good understanding of what I could do and how to get it done.  

1. Does the core loop work for you? Is it FUN? If the game had more content and polish do you see yourself playing it for 10+ hrs?

I'll say that this isn't my typical genre, and I'm not your target audience.  But I had fun with it.  The way I looked at it, the levels are almost set up as puzzles you need to navigate through in an optimal way, using your different pieces to accomplish your goals.   One thing that detracted from it for me is that there seem to be infinite enemies?  I would rather be able to clear a level and then grab everything.  

2. Are mechanics easy to grasp and work with? If not, what did you find unclear/confusing?

I didn't use any of the tokens.  If I played more, I probably would have experimented there.  One thing that wasn't clear was which player gets to move first at the start of a turn.  It seemed to change, and I didn't have control over it.

Beyond that, I'd like to know:

1. How far did you get before you stopped playing?

I got through two levels.

2. What did you like the most?

It was very clear what I could do and how to do it, in terms of movement, attacks and abilities.  I like that.  

3. What was most frustrating?

Being unsure of who I was controlling at a given time.

4. What would you change about this game to work better for you?

Finite number of enemies.  Also, I may have missed it, but I didn't see any XP or character leveling.  Is that going to part of the game?  

(1 edit)

Thanks for trying it out! Enemy reinforcements are here to stay for now, but I intend to be more transparent with the player - give them a clear indication when the next wave will come so they can plan around it.

Right now I do not intend to introduce XP-based levelling during a run. I'm considering adding some character meta-progression - units who survive the run may unlock more stuff over time, but I haven't figured it out yet. Instead of XP I'd like to focus on progression through gathering gear - looted items will give units new abilities and player should be able to mix and match units and items to create diverse build - that is my intention at least ;)