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(+1)

Now that I've played more of it: The idea has potential but I don't think you figured out how to put that potential to work in time. Maybe it's because you have too much power over things. It's fun to build a path through the dungeon with the squares you want to visit along the way, but there's no down-side to just making a straight line full of treasure. If you'd had time to figure out some kind of risk-versus-reward dynamic to go along with that then this could've been quite good. But I can admire how ambitious you were, and how well you did it in the time limit.

(+1)

Thanks for the feedback! Definitely agree, the features are there but the balancing and concept of our risk/reward system just wasn't there in time. The idea for having to place tiles with more enemies and such was originally that you needed the EXP the level up and make sure the next floor down wasn't too strong for you, and to get more items - but without having time to balance what map fragments the player was given, it definitely is possible to just avoid playing threats altogether or allow for paths around when necessary. Hopefully stuff we will solve in a post-jam version!

Cheers again for your feedback