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(+2)

That was fun!  The narrator was fantastic.  I laughed out loud at "It was quite obvious to everyone besides Jet".

At first, I thought the combat exclamation marks were nice for knowing where I've been - then noticed they came back when I healed, and that seemed fine, except, then it seemed they came back even when I hadn't used a healing station, which confused me, and then I went back to being lost.

The names of items were great, I'll not trade my soiled cardboard hat for anything!  I tried going for a dodge build instead of defense on a couple of my lives, but it didn't seem to work, I just got torn up :D.  I went back to just choosing increase to defense and it was good.  It seemed the green/red plus/minus on DPS didn't show right (often said it was a minus to DPS but actually was much higher than what I was wielding).

I liked the incremental game integration with ambient combat, felt rather fresh.  I really appreciated the auto-clicker.

Later half of the game didn't come as much of a surprise to me, but I loved the visuals, especially the environment.  Unfortunately I did not know these halls as well as some of my colleagues professed to, so I spent quite a while wandering about, but eventually found all 4 dragons, for the third time, and won.

Really enjoyed it, nice job!

Yeah the exclamation marks are on a steps-timer until they return. It was our fast solution for not soft-locking players in the clicker act if they were unlucky and ran out of easy enemies and still needed some.

The DPS calculation in the UI is based on rolling the outcome a few number of times, because I don’t know the math to actually calculate the expected average of this system. Way to complex. So the estimation error is unfortunately quite large in this build. We’ve fixed that already for our next version so that the error is much smaller.