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(+1)

I was able to figure out how to get to the level, you need to CLICK enter, not to press Enter button on your keyboard.

I’ve encountered several issues with the collision/grid movement during the play-through, seems like visuals and collision/grid do not match each other and I was going through a couple of walls.

I’m really confused by how the combat works, sometimes when you click on a dragon a 3 coloured icons appear and if you press one of them you lose some health and when you press another one you move to the dragon tile and it dies? I was also unable to die, as even if my hitpoints reach zero, I was able to move and attack dragons.

I wasn’t able to locate the exit, it might be an issue with the procedural generation, or it might not be there at all?

Overall I think the game is quite raw, it doesn’t have a fail condition, it doesn’t have a win condition, the combat is confusing and assets doesn’t work together. But it’s a start, from this you might be able to build more based on the feedback, gain experience and create a better game next time!

Here’s my attempt at play-through:

I've watched your Gameplay,  great feedback. I agree with everything except for the textures and the fact that the assets don't quite fit together. that was an artistic choice, and given what's planned, it could turn out reeally well. 

The combat will be strategy-based with real-time animations (that’s why the grid shifts when you defeat an enemy) and randomness in selecting the attack type and enemy type, with sound effects, particles, and animations. The defeat condition is already implemented, that’s why you teleport when you run out of health, everything else just needs to be added. I hope I’ve cleared up some of your confusion about combat; the procedural generation still needs a lot of tweaking.

I'm going to keep working on this IP because I need a dark fantasy game in my life!