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Core loop is tight and fun. The gold-drop mechanic from killed adventurers where you decide whether to prioritize pickups over kills adds a nice decision layer. Clean pixel art, units and grid are readable and distinguishable almost instantly.

I found the first turn confusing (skeleton pawn or adventurer pawn? mistake on my part!) but after that everything clicked. Main feedback, which might also be me missing a UI element: I wasn't sure where to see a unit's health and attack damage, and merging/leveling up units wasn't obvious in terms of what it actually changed. Some stalemate situations also felt a bit odd where enemies would walk into my attack range so that I could clear them.

But once I got into the rhythm it was genuinelyl fun. Got killed at the last (10th out of 10) room from the captain (leader?) unit. Sharp difficulty spike compared to the previous nine rooms.