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I enjoyed this game. Loved the graphical style. Combat was very fast paced. Leveling up gave a real sense of progression. The different weapons were well thought out. The puzzles were fun and simple. I got that number one and felt good about myself. There were a few things that really could have helped players:

- Explaining equipment, even a tiny bit. I wasn't sure how the cloth/plate equipment worked.

- Floor to floor balance is a little off. If you get attacked by a triple mob before getting better gear/levels, you may get wiped.

- Experience and gold for mobs are the same whether you fight one or 3. This feels really unsatisfying. I'm guessing because you had some switch for won battles to count how many per floor. But you could have done something with the troops to adjust this. 

- Final boss looks like a treasure and nothing like a dragon on the map. I wanted to explore and 100% things because I was pretty OP and well stocked with potions. But I check this box and boom, final boss. This could be disastrous for players who hadn't healed to full, or didn't have a ton of weapons equipped. Luckily I was well prepared, but if I wasn't, that would feel extremely frustrating. 

I would have played more and tried to get all the secrets, but now going back from the beginning is too much of a time drain. Lost opportunity!

Overall I did think it was really fun and a well designed dungeon crawler that kept the stakes pretty high.

Thank you for the feedback!

The troops give the same XP and Gold to ensure that the player hits max level and score exactly if they exhaust all floors of encounters, but I get that it feels unsatisfying. I could alter how it picks encounters to cover that and have varying xp. The encounter limit is managed by a plug-in I wrote.

Accidentally triggering the final boss is an issue everyone seems to have had, I agree that it should at least have a warning to allow the player to finish their exploration.