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(2 edits) (+1)

Really interesting take on roguelikes, the level gen surprisingly diverse and vast.  I liked trying to learn the biome patterns to plan out the most likely route to the next treasure (and what areas to avoid that might be death traps).  The use of the tileset works really well, and the ambience fits perfectly for exploration/running in fear(is this the same one DCSS uses?).  The stone background / first biome / fog of war colors did blend together abit making it hard to differentiate paths from walls.  I do wish the compass gave a little more info, like estimated distance (maybe it could grow/shrink or get lighter/darker to indicate) or show what color treasure its pointing at.  Out of my 3 runs, best 21 treasures 26609 points, I never unlocked a second teleport.  So a way to help acquire more would be welcome.  Also some more ways to interaction with the world would be cool too, maybe like traps you have to avoid but could lead enemies into too, etc.  Over all the presentation is really nice, it controls well, I like the little QoL features like the zoom and the fact that getting spotted holds you in place for a moment so you accidentally dont take more moves.  Well done! 

(+1)

Thank you! Yeah, that’s DCSS tileset :) This game needs it’s custom tileset badly, first of all to counter that same problem of being hard to discern between the “passages and walls” that are “within the view and covered by the fog of war”… But I’m really bad at painting :) To get the higher score the Player needs to become paranoid :D Actually 26k is a very good score - it took me some decent time to learn to get that high consistently. My first runs (after upgrading enemy AI) ended with like 15-20k.