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(+1)

I enjoyed the game but the abruptness of the time between levels wasn't fun. The game just skips to the scrolls and then back to the game. It's more of an auto grind.  Just like another game I reviewed on here this is basically just a running sim. Personally, I would like to see some of what I did at the end of each level. I didn't play long enough to see but I played till I died which was around 5 levels. If you have stuff like grenades in game maybe add point multipliers for killing multiple enemies at once. 

Also give some warning to your player for enemies spawning. As i was running around enemies would spawn on top of me.

 Alot of times in roguelikes like these you have points show on screen and having a 00/20 countdown instead of something like that makes it not as fun. A resource bar of some kind would be better. Enjoyed the gameplay but felt the scroll abilities could use some balancing.  

Anyways, great game with good bones albeit similar to a lot of other roguelikes.

Appreciate the feedback! About the enemy spawns, we actually planned for and made enemy spawn indicators but ran out of time. I think our main issue was spending half of the development time on making a boss for the game which isn't even going to be reached by most, but gamejams are for learning after all :P.

I feel that. As a solo dev I tried to spend as little time fighting my engine as possible.  You also have to ask yourself what kind of game you are trying to make. With how frequent you go between levels in a roguelike the repetitive stuff become much more noticeable. To be far there are some repetive stuff in my game since it consists of delivering packages to very few areas and it is time consuming.