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(+1)

Thanks for the replay!
I feel a different font for the damage dealt to the player-character from the damage dealt to the enemies will be helpful in determining when the player is being hit.  Mild screen shake, red tint, and/or momentary blur effect could also help, particularly if it ramps up in severity the closer the player is to defeat.
Indicators on what level a Skill is on the icon would be helpful.
A countdown timer on the Skill icon instead of just the purple fade to help know exactly when it will be ready again.

(+1)

Great suggestions!

Definitely going to implement most of them, thank you =)

(+1)

Appreciated!

How many playable characters are you planning for?  Do you have plans for fleshing out an in-depth story and setting, or just focus entirely on gameplay?
I'm a hobbyist writer and storyteller, having GM'd tabletop games for close to twenty years now and even have a small system published on DrivethruRPGs.  If you're interested, I would be happy to contribute to this if things align.

I´m a 100% gameplay kinda guy, haha x]

I have a small subtle (not explicit) lore idea for the future, but it will take a while to get there.

My goal is to make the game super fun to play with basic graphics, once it´s done, make a complete overhaul of graphics, and then flesh out that subtle lore.

When that moment comes, feel free to message me at https://x.com/NeuralXFront