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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.