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(4 edits) (+1)

Wow what a ride! I totally loved this game. First off,  as everybody else i have to compliment the graphics. This can be one of the games i played in recent years which has the most genuine early 90's VGA DOS game look. I mean you could easily sell this game as "The lost dungeon crawler game from 1992" to anybody. The keyboard only controls and UI has the authentic DOS game feel as well. One thing i found jarring about the UI is that , instead of having borderlines between windows, you just left space and Unity's default background color is visible in spaces between windows. I can tell that bcs i use Unity too. Another thing about UI i found jarring is that, there are attack and fight buttons which do the same thing. I was missing a flee button in the battle command panel too but i think you didn't add that bcs your main inspration for this game is M&M series. Fleeing from battle is not a thing in M&M AFAIK.

I usually dont like static gapblocker enemies but in this game it didn't bother me that much. Combat feels somewhat tactical. In most jam games, combat is just button mashing, this has some well designed combat. But in the second area all physical attacks miss %90 of the time on all enemies. That's where i figured out you can cast spells bcs you can only kill the monsters in the elemental cave with spells unlike the island map. My strategy was blocking with the fighter and cast spells with mage until i beat the game. That made physical attacks somewhat useless on second act of the game. 

The incorporation of the theme" cleaning up heroe's mess" is very clever. I never thought about cleaning our own mess but cleaning up other's mess for some reason. It is a pretty long game for a jam game. There is no saving but reviving on the last tile you die is good thinking to mitigate that. Difficulty is very well balanced. When you feel underpowered for an enemy,kill  weaker enemies get xp and level up. The loop works very well and feels engaging.

Absolutely a gorgeous and fun to play game. Congrats for the great work!

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Awesome! Thank you for such a long and thoughtful writeup. It feels so good to hear you say you loved the game! 

The VGA DOS look was something I tried forever to accomplish with 3D texture maps and I never found a reasonable way to pull it off. So I went "actual 2D" but it's really hard. Drawing things at different distances and the such is a gigantic amount of work but I have some tools to help with it. I'm very happy with the aesthetic myself but by the end of this project my finger hurt like hell (where my drawing stylus rested on it) and I was so very over drawing pictures of trees and stuff. Also fire, I may never ever draw any fire again. The room full of candles broke me. Why the hell did I do that? No idea!

I totally hear you about the missing flee button - running away during the fight was bugged so I removed it but I figured if the game auto-loads right after the fight ends badly then the consequence of failure isn't that bad. M&M2 options before the fight are "attack, bribe, hide, run" but I wasn't going to implement all of those.  As for fight and attack - one of them lets you choose the target and the other targets monster #1, this is taken straight from M&M 2. It's not particularly intuitive I know, I think later M&M games have a much better system of selecting a "target" monster and having everything just target that guy unless you change the target but I figured I'd go with the M&M2 system just for fun. I don't like it, having both "attack" and "fight" is really not intuitive at all. I plan to change it in the future, "attack" + "fight" is a bad system. The feedback about Unity's default background is interesting. I intentionally placed a blue border between the windows, that's just the color choice I went with. M&M2 uses a solid maroon red border but I thought that didn't look good with my color palette so I changed it. I intended to change the color to red when a combat started but I ran out of time. I configured the Unity solid skybox color to be black and I show that when you're looking at the character sheet. 

Static gap blockers enemies are not my favorite either, I'm on the same page as you with that. Since I wanted heavy M&M2 inspiration (which is also static enemies) I went with it and I found it easier to design strategic levels this way, but I really do prefer games where the monsters chase you. I think I'll go back to that in the future. As for monster AC being too high for Hargir I hear you on that. It's probably my #1 piece of feedback at this point. I want one more day to play balance so stuff like this doesn't happen but alas I didn't have another day. Oh well. 

I really appreciate the kind words and the effort you put into your feedback. Thank you.

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Ok my bad, i checked it again.  I saw that black background outlining the window borders when i look at it more carefully. It is more apparent on character screen as you said.

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