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(2 edits) (+2)

   This is a pretty good roguelike with some nice design! I'd like to note that the lack of a wait button, although sometimes a bit annoying, makes the game a lot more strategic, which is nice.  This also gets complemented with the fact that you can interact with doors, pots or bookshelves as a wait button, effectively turning the wait button into a resource.
   The animations are surprisingly expressive for a pico-8 game. As soon as I see an entity or tile I understand what it is supposed to be, which really speaks to the quality of this game's art.
   The game reminds me a bit of a simpler version of "Pixel Dungeon", an open-source Roguelike Dungeon crawler. Stellar work!
   Now time for some things I don't like as much: I only figured out that I can break pots after it was my only option to move where I wanted to. It would be nice if the graphics somehow hinted at the pots being breakable, maybe a bright coloring or a glint every once in a while could help with that.
   Also it would be nice if there were descriptions for items when I open their context menu, because the lack thereof made me make dumb mistakes like not drinking a max hp up vial "because my health is full", and drinking holy soup at full health to see what it does.
   I've also read from the comment right before that the upgrades for weapons are actually effective downgrades, and it seems weird for luring an enemy into spikes to not give you XP.
   Overall, a very solid pico-8 project that could be better. 8/10