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(+1)

Really good game, the art is of course phenomenal. Took me three attempts to clear out every enemy.
My first run was without the fighter, which ended in me instantly dying to the golem ahaha. Understandable that the weapons wouldnt really have much of a chance, but i wanted to ask if you were planning to implement different physical attack types? Like pierce, slash and blunt. That would at least make the physical weapon (mace) of the priest useful in certain situations. It could also open up a little bit more variety.
Usually with these types of games (my only experience aside from turn based rpg being ff tactics, darkest dungeon and metaphor) i have a rotation that i find out and spam. In this case it was for the skeletons passing until i can do the priest aoe, and when i have to use my turns with the other two it was taunting with the knight and just the burning slash with the fighter.
Second attempt failed btw because the enemy crit me 4 times back to back in 2 turns ahaha. Which was funny.  Do you intend to add a mechanic similar to deaths door? Will the characters be down and you can restore them in camp, only losing them if the mission completely fails?  If not thats fine,.

Aside from that random feedback, here is some other ideas that came through my head while playing:
-No idea what the coloured tiles do,  i could identify the start and end (i think), but i dont know why the enemy tiles are coloured. its a bit confusing because i can already see that the enemy is there. The yellow colour made it seem like a item room, but that only my thought because of Darkest Dungeon i think.
-Some more UX around targeting and selecting abilities would be nice.  There is already plenty, and you did a great job with what is there, but to reference darkest dungeon again as an example: Multi attacks connect the affected tiles and make them all glow at the same time. In dd youd also see what positions you must be in, and what positions you can affect. I honestly dont know if all the abilities in the bottom only show you the positions you can cast from, or which you can attack. I think the abilities that affect your own team like healing or taunting, showed the fields youd be able to cast from? The style of the game is really cool, and i understand if you wouldnt want to introduce colour because of that, but a quick green/red colouring of the abilty circles could fix easy identification of such abilities. But its also not super needed once you know what each ability does imo.
-Would be nice if you could make the battle music loop. You shared it in the discord, so i assume it was custom made. Even if not, the track is really good. :>
-The action animations are a really nice idea and help a lot in making the combat feel more alive. 
-Damage ranges would be beneficial for planning out combat actions, especially if youre planning on including permadeath in my opinion. But it would reduce the surprise and intrigue of finding out what is good against each enemy. Metaphor showed what is weak against an enemy as an example if i remember correctly, while Darkest Dungeon just flat out showed you everything, from hit, crit to damage range, even how likely you are to apply any status effect.

Anyways, a lot of rambling from a nodev. And to summarize it all, you have a great game with a lot of potential, im looking forward to your updates and wish you the best of luck.

(+1)

Thanks for playing dude! There's no permadeath or death's door in this game. Dead characters will be able to be revived through Stratagems and Events later on. And yes, there are already different physical attack types. Cleric's normal attack does a lot of damage to the skeletons because it's Strike damage, and Burning Hammer is a physical fire attack, too. Not a slashing attack

The colored tiles are actually Events! But they're not implemented yet so I repurposed them into enemy spawns, so that players this DD don't get spawncamped through bad luck.

Yeah, the AOE UI QoL slipped my mind

The first battle theme loops! But the second one doesn't. I just havent gotten around to editing it or asking my composer to send me a loopable one, easy mistake to correct.

Thank you again and I hope I can play your game some day too! It looks super kino and hot