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(+1)

Very impressive! I got to the 12th room or so; I spent a lot of time playing  this. The gameplay loop is addicting and I think your game is a strong contender for an award. Beyond that, I think this would be a great game to continue working on past the jam.

A couple ideas I had:

- I think the lockpicking minigame could have more risk/reward. Maybe a time limit or dynamic rewards based on how fast you unlock the chest? Also a few of the route choices you get are strictly chest paths which I didn't really like (one instance I got the choice of 3 identical chest paths), I feel there should always be a fight path option.

- A few others also had this complaint; the base speed is pretty slow. I think speed upgrades should come earlier instead instead of having the feature of skipping ahead. If speed is important, some of the hallways could vary in distance (perhaps to a stronger elite enemy with better loot).

- A one-time use item shop would suit this game well (or as rewards in the chests you're trying to unlock)

- I think the game would benefit from some enemies that attack the player; this would prompt the user to strategize which enemies to hit first.

We're glad the game kept you hooked for so long! 

- We were considering implementing the idea that chests and mining were "real time" where the player loses invincibility in real time while performing them. So they would have to complete them faster to save on their invincibility.

- Definitely will play with the movement speed stats in future update

- Shops were actually one of the room types we wanted to add but didn't get around to! Along with random event rooms.

- Attacking enemies are an interesting concept. We are still contemplating how "chill" we want this incremental game to be. But it is something we want to test for sure.


Thanks for the great feedback and positive comments!