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(+1)

There's room for improvement, there always is with all things, but I would like to stress I had a good time with it up until getting stumped at the end. I am not sure if the classic dungeon crawler loop is timelessly charming, and certainly a lot of classic dungeon crawlers do not appeal to me, but the tension of hunting through the dark for progress while slowly growing a party is always endearing to me and the heart of that is here ^^

I feel a little bad about running out of patience with the final puzzle, but the only things I would really want from it are:

1) Feedback on if a chosen teleport is right or not. The hint is pretty direct but applying how I thought it worked to the puzzle didn't seem to work,  and there's enough teleports that trying random combinations of 4 of them wasn't something I wanted to entertain in combination with #2 below. But also, this seemed appropriate to a classic dungeon crawling experience, which would have you in a situation like this at least once if not more, with even more abstract hints (if any!), so I did want to keep at it.

2) The only other thing that stopped me from wandering around and powering up while sorting out the puzzle is the (I think I remember the name  right, I was up late so sorry if my memory is spotty) Antiger + Antiger + Antiger enemy group, which readily seem to outspeed the party at level 30 / 31 and are fond enough of their group earth spell that they just sweep you up and dump you in a bin. I respect and fear them XD

Not to carry on, my intention isn't to bust your chops and I know jabbering on about red ink and tweaks and so on can be tiresome. I enjoyed playing and even grumbling about puzzles and certain random enemy groups being really tough feels authentic to the classic experience? So no sweat! You did a good job and I'll probably be rifling through your library over my vacation XD

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Thanks for the feedback I really do appreciate that.

My games are usually on the more difficult bordering on unfair sometimes side of the spectrum (points accusingly at Dark Souls in 2013!). This sometimes doesn't endear my works to more general audiences but I don't think it's in my blood to make my games too easy haha.

But I really do value the feedback I get very highly since I want people to enjoy what I make so I welcome everything, good, bad and indifferent.

Hope you do get some good time to chill and check out some stuff and of course I'll play some things you've made too, very much looking forward to getting to the end of your jam game when I get a minute (got wrecked by the Coo monsters LOL on my last run so I do plan to conquer that!)

Dark Souls is great! From my perspective it's sort of a really interesting return to adversarial design that was accepted instead of rejected in a time where adversarial design was sort of regarded as a relic of when game design as a craft was in its infancy. It can be brutal but the adrenaline jolt of running into a basilisk is unbeatable XDD

I haven't published too much else of note yet; I spent a lot of time last year working on a collab project that hasn't released yet but I am hoping to get a few more things out this year, including a follow up to AGOT. The Dentata encounter is balanced around level 8 I think, but in playtesting I didn't like how one of my runners ran into it and the encounter kind of dragged so I added a way to beat it early. I haven't really published enough RPGs to get a good feel for the kind of structure I was trying in AGOT, where you're supposed to kind of run into gates and then find the "soft spots" you can get progress in in order to build power to get past other gates, but I am hoping to keep refining my design senses. Not to keep talkin' shop and stuff XD