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(2 edits) (+1)

I think you've set up a bunch of mechanics here that operate together really well!  The UI and menu system is nice and clean and clearly something you devoted attention to so that players had visibility of the inner workings of the game's stat-based mechanics.  All the stats flow nicely, there's immediate visual feedback from the UI, attacking and defending, and the experience system's effects when levelling. It's an enormous achievement to have a class and stat based RPG lurking within the guise of a traditional roguelike, and I was surprised at the inclusion of merchants and item-based rewards that provide a little something more than the conventional roguelike concept.  Feels like you could easily branch this out with more time given there's no end of things to customise. 

For constructive feedback - hmm -  if you're going for a Diablo style dungeon-crawler the sense of incremental progression and a gameplay loop could be worked on a bit. There's a tension between the pretty generous recovery system and having a bed to rest in the central hub.  Same with the coin rewards and cheap as chips vendors. As you know, a lot of Diablo's addictiveness is its exquisitely-balanced rewards and upgrades system that is scaled perfectly to the ever-increasing difficulty of its dungeons. It can take years to design a game using randomness that offers unpredictability but also feels fair and constantly progressive. I think you're on the right step to conjuring a little bit of that magic through your design. 

Great work. Oh, and I'll have to check out DiabloRL! 

Thank you so much for your detailed feedback.

"As you know, a lot of Diablo's addictiveness is its exquisitely-balanced rewards and upgrades system that is scaled perfectly to the ever-increasing difficulty of its dungeons"

Oh yes, I’ve spent a significant amount of time trying to capture that loot-grinding essence from Diablo within the framework of a traditional roguelike—though it’s far from matching the game design quality of Diablo. I’ve been working on this for just over a month, and due to the rush to implement numerous features and small details, I haven’t had much time to balance everything properly.

Thank you so much.

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Scaling and balancing is so hard and kind of a universal issue. Like, in my game, success or failure of the gameplay loop involves doing the math on the damage potential of the player and enemy, the ability to acquire resources in the turns available, and whether the scaling of the upgrades is proportionate to the scaling of enemy waves. Trust me when I say balancing does anyone's head in! 

Oh, and in the latest build of this game, I have removed the recovery system, it was too generous. But I didnt have time to include it into the gamejam build.