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The game design hints at lots of ideas to add depth - I hope you're able to flesh out spells, gold and inventory items to shake up the roguelike formula! The boxy grid reminds me a little of Sokoban and I wonder if there's a way to make the gameplay make use of the tight labyrinths by figuring out which paths can rout an enemy before they can make their way to the player. Good work! 

For constructive feedback, well, it's still early days, but keep in mind that the procedural generation should help the gameplay, not harm it - at the moment many of the random dungeons spawn enemies nowhere near the pathway to the exit. Also, a humble suggestion could be to allow the player to move multiple cells by holding directional arrows to make things a little quicker.