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I always adore a combination of retro mechanics with modern solutions. ASCII gameplay with fluid simulation and shaders? I love it!

Gameplay was amazing as well. Some places actually rewarded the player for smart use of their spells, but didn't really stop them for going with a brute-force approach and hoping for the best. 

I guess the game can occasionally be hard to read. Sometimes I wasn't sure what's happening on screen, where I am, where enemies are, and that very often happened when I was switching between weapons. I guess part of it comes from the fact there's not enough time to memory-muscle your weapons, and my eyeballs were constantly switching between side-bar and the gameplay. 

Another complain I have is that there's no save system - the game froze twice for me near the end of a third-to-last level, and I had to do everything again (it was still a bearable level of engagement, as I always tried to get through those dungeons in a different way on my subsequent playthroughs). But that's just baby-crying from me, honestly.

Again, great work!

Thank you for your review! Yeah clarity was a struggle throughout development. Things like the music speeding up at low health help with general awareness but I couldn't figure out anything in time for awareness of spell cooldowns. So sorry about those crashes :( it sounds like it happens if you leave the game unfocused for a while in web builds so it didn't come up in testing!