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(+1)

Decided to give this another try, I'm liking the changes since last time a lot. The early fights are a lot more manageable so I had a smooth start and I like how you can retry rooms at the cost of insight. Everything was going well and my build was all coming together until I met the boss and he one shot me. Then I reset and he one shot me again. I think it might be a bug though, it was the hierophant and it says that he can sacrifice allies but he used sacrifice on me and it just took all my health. Other than that, the one issue is still have is that player movement is sometimes way too slow. I get it that you might be able to kite forever otherwise and I don't want the enemies to be super fast either but there was a room where I wanted to go up some stairs but there was a hazard on them and it felt almost impossible to cross so I just abandoned the treasure. Not sure what can be done about it, maybe it's not a movement issue but maybe some kind of way to deal with hazard floors is needed? Or if there is one I didn't have access to it. Good work so far!

Thanks for playing again! Sorry for the boss bug, indeed he should sacrifice his minions, not the player.

Each treasure is supposed to be a puzzle solvable with little to no damage taken, but can be very easy if you have certain cards.
For example the one with the flaming stairs with basic deck goes something like: shield up to 3, shift to the ledge, walk up the ledge and restore shield every turn, shift to the safe ledge, kill the ice enemy (douses fire), jump to the newly made safe tile, shield up, walk the rest of the flame path to the treasure.

Or if you have some substance flask in you items, or a rain spell, or a long teleport it becomes trivial.

I'm adding more mobility (the new Untether card grants free movement for example), but also I might add interactible elements that will make the player want to move more.

Thanks for feedback! Cheers!