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(+2)

Playing as a slime was a nice role-reversal and I can see that framing a nice broader narrative. The systems are impressively deep and I can see all the work put into stats, inventories, and the flow of combat.

I enjoyed my playthrough but did get a little bit into a rinse and repeat formula of using default attacks then the character special abilities, and that only fell apart against the 100hp Knight squad at the first town. This felt like the intuitive way to go for me as using consumables feels wasteful against normal enemies, so my brain was trying to minimise resource loss while still surviving. In some ways I feel this butted up against the overall mechanic of having lots of unique items you use very quickly to overwhelm the enemy (after all my inventory had LOADS in it by the end. I could see a couple of roots here: either allowing the sale of items to facilitate level ups etc or the total removal of default attacks/specials to be replaced purely by loot-based attacks. Both of these would have made me consider and use loot differently.

The flow and gameplay was all pretty intuitive and clear. I would perhaps increase the size of the forecasting icons above enemy heads, as I forgot about them because they're so small and low contrast. Similarly some icons were quite low-contrast and hard to tell between their cooldown and available state. Beyond those minor things, the flow and my comprehension of what was going on was good.

As someone who's not a huge fan of this genre in general, one thing that would put me off would be the intensity of the menus. There's a lot going on when you enter the end round menu with characters, items and other things all showing up in panels at the same time, taking up loads of space and presenting loaaads of information. For me this is a little too much, but, as mentioned, I'm not a huge RPG or turn-based player anyway. So could just be me.

Good fun overall :) 

Please give my game a go if you get the chance!

(+1)

Thanks for playing and the feedback.

The game was originally meant to be simpler and faster paced, but the story has grown on its own and become the focal point for us, with the game systems being developed to make a fun game around it.

We are reworking the combat to add more variety and strategy. There is going to be a hunger system added to add more to the choices of what you eat, along with additional affects. As RPG gamers we completely understand wanting to save all the items for when yo may need them later. Originally we weren't even sure if we would include a default attack ability. It is supposed to be weak enough to just be a fallback if you run out of items, but in the current version it is a bit too powerful, and you are unlikely to run out of items. A major change we are working on will be using the traders to send items back to your Clan for the main quest of collecting enough food for winter. This, of course, could encourage more saving of items, so we will be drastically redoing the base attack ability so you are instead encouraged to use the items and have more decision-making over which to save or use. Eating the items is also going to play into the special abilities more in the future as we do not like the current cooldown system.

Redoing the target and action icons is on my to-do list. I'll be sure to take another look at all the ones that have cooldowns as well, and see if I can improve the contrast.

Managing your inventory to select the loot you want is a key part of the intended strategy, so we tried to design it to have a lot of space to let you see as much as possible at a time, and with options for sorting and filtering. As the systems evolve it will certainly get an overhaul, but with the items playing such a key role, it will likely remain a bit overwhelming. The sorting and filtering will be more useful once we add shops and sending loot back to your Clan.

Glad you had fun! Your game is already in my queue, and I'll be playing in the next few days.