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(+1)

Pretty nice lo-fi dungeon crawler, a little too same-y and a little too random but still interesting. I found a ladder, I found a hole in the floor, I don't know what to do with either of them. Since there's no inventory or map it's easy to get lost and be confused to no end. I pushed through most of the monsters and found a decent rhythm of fighting/fleeing/healing, but seemingly normal encounter with 4 thieves killed my mage, so run is ruined! 

My first run was with 3 fighters and a thief. I find it kinda weird you can't pick your team and you have to go with what's given, most people will restart until they get the team of their choice. My second run was with one fighter, one mage and two thieves and that's when I scouted the most. It's that ladder/hole combo.

I find that leveling system a little lacking too, namely it's pretty hard to level your team, and you can pretty fast run into dream eater even with level 1 team.

The biggest gripe is lack of actual feedback. It's computer program at its core and a little too little from a gameplay perspective. You click "fight" and all actions happen instantly and you don't know who got hit, when, why. A small red splash at the char pic is enough, same goes for enemies. Instead I'm just looking at the total number of enemies and quickly check if their pics isn't getting darker. Descriptions should differentiate between enemies attacking us and us attacking them. Text should be red, not only bold.

Ghouls hunt in packs. Why there's usually 10+ of them? Fuck 'em sideways!

I liked how some enemies aren't attacking even after one or two rounds have passed. Even if you have 9 rats it doesn't mean all of them will attack like they're in a battalion, right?

Overall, a decent, yet a little confusing and raw experience. If you're willing to work on it some more, adding stuff to break, different textures and overall visual effects would help here greatly.


(+1)

Yeah I wanted to add a reviving item alongside some other consumables but ran out of time for the jam.

I plan to keep the random stats but if I wanted to add some limited customization in a new game screen, at least letting you pick classes. The hole is a bug unfortunately, you’re looking for a big stone casket.

I have a rebalance in mind for next demo day. There’s three encounter lists with the second one kicking in based on distance from the entrance ladder. I’m just going to remove that middle list and keep the third one kicking in once you’ve found the objective because you then have to backtrack.

I want to add some juice to the fighting, but didn’t have time during the jam.

Unless they’re surprised every enemy does attack every round, but the log doesn’t show when the enemies miss, only when you do. Also Warriors and Thieves have some damage reduction and if damage is reduced to zero it also doesn’t get reported.

I don’t have particularly big plans for this game in particular, it was more like a proof-of-concept. But want to do a revised version for next demo day.