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Nice game. Maybe a little bit slow especially when you are outside of battle. 

I played only the first levels and I would like to ask you, do later levels share the same layout? In lower levels it's basically square rooms with single hallways: no mazes, no inner obstacles or traps, etc.  Is it so only because the first levels are supposed to be introductory ones? Or is it so also in later levels? Because as for the first levels, the environment does not pose any puzzle or challenge (traps? obstacles that force clever positioning?), so the game gets repetitive.  

Please take these as constructive criticism! This is of course a 7drl so the game is expected to be minimalistic. But the basic idea is nice! :)

Thank you for the feedback. I agree that movement is very slow outside of combat because of the tile system, and I was originally debating a way to make movement faster like, you click a tile and your character will move there automatically, only stopping if enemies come into view, but ran out of time.

Yes, unfortunately there is a very basic layout for the jam, there were plenty of ideas to spruce it up, but even the basic procedural generation too much longer than I expected it to. For the final 7drl version, the first 2 levels are basically the tutorial, then its intended to ramp up the enemies, and add to the room count over time. If I work on this game further that was one of my intentions along with enemy variety/bosses. 

Adding environment factors that force positioning is a great idea that I'll keep in mind, as right now it basically depends on what enemies you are matched up against.