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The game is not the genre I would normally play, but as I have read some webtoons about exploring towers and dungeons, I think I would give it a chance if it was a well-made commercial game, what I would do differently would have been to spend more time implementing a second or third class instead of buffs and debuffs, it is not known whether the player will play one or several attempts, so it is always good to give them a little initial control as you can see in roguelikes.

If there was a Trapmaster who places traps to trap enemies so the player can focus on collecting resources or a necromancer who revives the dead body and tells it to go to the elevator, taking all the food at once instead of harvesting with the knife, I would probably play with them, I like these characters with great gains in one thing and weak in the rest.

I really appreciate you articulating your feelings in this way and playing my game! It makes me feel very special haha!

A class system would clash with my risk-reward design philosophy, and possibly make the game too easy, as you have a significant advantage over enemies by default already, and it's practically impossible for them to catch up to you if stamina is conserved well and you don't make any noise and additionally it would less incentivise taking upgrades, as taking on debuffs would simply act as a balance to your class benefits, resulting in less run variety and strategy, though I do a horrible job at explaining this in fairness. I had intended to implement a proper tutorial, but I had a family member pass on the middle of development and time got away on me. Plus the game is probably too difficult for a game jam game; I'm very sorry.

Overall, thank you very much for taking time to play my game and leave feedback! I really appreciate it!