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This was interesting to play. I share the same qualms about this as many of the other comments, so I won’t repeat what you already know. I can definitely see the vision for this game, it just needs some polishing and work with world mechanics:

  • From the session I have played, there seems to be no way to combat the sanity draining. Because of this, I had to manage where I needed to go to get the most treasures. Unfortunately this takes away from typical dungeon-crawling aspects (where one would typically try to clear as much of the level as possible before progressing) a game like this would have. In my opinion, not being able to grab all the treasure and escape is a bit strange, although that might just be me.

  • Adding more responsiveness to the world will help it feel more interactive and alive. So far there isn’t any sound effects besides footsteps and enemy sound. having a sound effect for when an enemy gets hit; when you mine crystals; when you open chests can help communicate to the player that they are actually doing something to the world – and sound effects are only one of the many ways to achieve that.

Overall, this game has a fairly solid foundation for something cool, it just needs polishing and improving some aspects such as how the player interacts with the world and the overarching objective.

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Thank you for your feedback on our game. 

We have the sound effects that you mentioned ready. Unfortunately, we had several builds of the game that were too big to play in the browser. For the Jam, maintaining a Web deployment was one of our primary goals. As a result, the SFX beyond what was included was intentionally left out to help compensate for our inefficient file handling in other areas.

As for the sanity drain, you are correct. The safe room at the start of each level heals all of your sanity and health damage but otherwise, we have not implemented sanity healing. That mechanic is due for a complete overhaul, starting as soon as the Jam voting closes.

Your feedback on the looting aspect will definitely be taken into account. The intent was that it would be impossible to loot the entirety of level and, with the relatively cheap cost of death, you would need to find the looting points and choose what was worth your limited time.

In future builds of the game, the end screen is intended to be replaced by a town/transit hub, allowing you to buy/sell with the loot you brought back.