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(+1)

I didn’t succeed due to bugs, but visually this game is interesting.

I feel like grid movement wasn’t the focus of the game, especially compared to the combat. Combat feels nice when you get used to it, picking stuff up and using it is cool, I just wish it was more integrated with the dungeon crawling, so it’ll be easier to do so.

Visually the game looks nice, it has a certain charming art style, it’s full of assets, rooms feel like they were properly designed.

Unfortunately I ran into several game breaking bugs, and was not able to finish it. Maybe it’s related to my machine setup.

Here’s my play-through:

Hello Apoly, Thank you for playing, I watched your video and it was nice to post it :)

To be honest crawling stuff was our first design intention but it tooks us a lot of time because of a complex grid procedural generation and, yeah indeed, it does not fit at 100% to the dungeon crawling original vibe. I designed fights with wrong realtime behaviours but I have tried to make it more modern. I kinda succeed in my point of view haha.

Sorry for the bugs, but your video is very nice to watch and catch your thought to improve our game :D (I really laught when you start the game by exiting it by the door behind the start ^^)

Thanks again and merci beaucoup !

(+1)

Thanks for the reply! My remark about dungeon crawling part was mostly because the picking up and aiming part was a bit more confusing when you are considering the grid and your own direction of movement. It would be a great first person game without a grid movement, or a dungeon crawler with a bit more polish in the camera movement and item interaction part.

(+1)

Yes for sure :) We will try it and try to notify next release for every person interested !