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Hi, thanks for the feedback! That’s a nice big chunk of useful info for me to think about. Also good catch with the Darkest Dungeon influence!

You’ve got a point about how easy it is to just focus on levelling up one character. I’ve been a bit concerned about that as well, but I don’t want to completely remove the option. I want the final version to be kind of exploitable, but in a fun way. The solution I’ve got at the moment is to have the boss versions of each character give bonus exp when they’re defeated. Also thinking about your suggestion of having downtime between fights with some rogue-like aspects, that could be a good way to fix this. I’m thinking of having the option to get the party to chat with each other between fights to get a little stat boost and some character development, but with a chance that the conversation could lead to one of the characters betraying the party. I’d need to think over this a bit first, and I want to focus on actually finishing the full game before I implement it though.

Also, the bugs you found -should- be fixed in the demo version I’m working on. The turn-skipping issue is one that’s been annoying me for ages, but I think it’s finally been sorted out! The bandits missing their attacks might be because Asash has high evasion. I’ve added a little “Miss” floating text thing so that should make it clearer if that happens.

But yeah, thanks so much for playing, hope you give the demo a try when it’s out!