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Thanks for the feedback. 10 enemies left is pretty good, I deliberately tried to make it difficult to win (although maybe that's a bad idea for a jam?). For the RNG issue you mention perhaps the items should be put on floors according to how powerful they are. The way it currently works is all items in the tower (there's one of each, except 2 of each ring and 3 of each potion) are put into a queue at the beginning of the game and shuffled. Then each time a chest is opened the top three are drawn. That means the costly items can appear on the first floor by chance.

The missing walls were intentional to create occasional loops (not that they turn out to help much), but I didn't refine it much, it was just a case of pick a random wall that's between two rooms and delete it which explains what you saw.