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that was a really well balanced game design! i love how snappy and responsive the controls were and how it ran super smooth on the web

i love the balance in all of the materials and upgrades - the combat progression felt great to go from very weak --> SUPER STRONG, you really feel the power curve in the game.

but the half XP loss was pretty brutal and caused me to have a rough time getting started early game, then i felt super overpowered for a bit, but still got 1-shot on occasion with surprise deaths (altho i didn't buy many upgrades for defenses it still felt like too much damaage?)

But still, SUPER fun! i love the mix of collection rooms vs. danger it had a nice flow of gameplay. Would have loved tool upgrades to break more rocks at once or break them faster.

COOL HAT ALWAYS IS THE BEST CHOICE :) but would have been sick if it actually gave an OP ability or something like Link's master sword projectiles.

JUst wanted a bit more than simply adding to the incremental stats.

These were all just the wishes I was having while playing because I was fully hooked on the game loop!

Amazing work this is a really cool game!

I thought so too. Halving level and experience seems pretty harsh in retrospect. I think what I'll do instead is half the final score, which would at least give people a chance to actually get to the boss. Thank you for your input, it was extremely helpful.

I went ahead and changed it. Now you only sacrifice half of your final score instead of your power. I hope that makes things better cuz the original death condition was indeed too cruel.

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You want brutal penalties for dying?  Go play Zeliard on the PC-8801.  That game makes you lose ALL your gold, ALL your collected Almas and half your EXP for the next level up if you run out of health.   This game is letting you off easy.  :)