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(3 edits) (+1)

I think the beginning is a bit too wizard hostile, lol. Being a single character at the start and being ambushed with rules applying attacks of opportunity to spellcasting means they’ll very likely die to anything. And my character does, a lot. It also doesn’t help that I can’t choose the spells I start off with. Some indication of AOO would be nice, as well as an option to see the grid/full movement range. It just feels oddly constrained as a wizard. (EDIT: Animate Dead before a battle would be incredibly useful for instance.)

This is actually very well done, though. Every piece at play works as it should and the presentation is very polished. Writing is very good, I just think that first impression is fairly negative for certain playstyles.

EDIT (x2): So I rolled a Cleric since I couldn’t progress any further with the Wizard. A lot easier as I thought, and Chill Touch seems to be so much better than acid splash, I only got this far because I got this at the beginning. Something I noticed was because you and enemies can move so far with the AP system, you’ll get forced into melee pretty much every time. This occurred when you meet Sindra later, in which she gets jumped in the fight, tries to cast ranged spells, and dies immediately. Understandably this is coinciding with d20 systems favoring martial from the beginning, but there’s little options at play to make a Wizard’s time easier. Especially since I’m pretty sure you can’t change spells in the dungeon, so this becomes a kind of meat grinder.

I also think being able to turn on outlines at all times would be useful. I think that’s all the impressions I could give, I can’t wait to see where this game goes!


Thanks for playing. You can actually change spells in the dungeon. Just go to your spellbook, change things around, and rest to regain spells. You are right about the AOO's though. The best way to survive right now as a Wizard is to cast Shield and Chill Touch, both of which do not provoke AOO. In the future, there will probably be others to join your party at an early level, and I may possibly add a 5ft step, so it will be less of an issue.

Also, there should be additional info the UI so you know which spells provoke and which ones do not. That is actually a new rule in Pathfinder 2e. IFAIK, this is the first video game to use those rules, and there is still a lot of experimenting with the implementation.

I tried that and it didn’t work for me (in regards to spells). Also the buckler didn’t change the AC values either.