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For a first game this isn't that bad, especially not one made in a week. It has focused gameplay and a story, which is more than I can say for my first ever game.

That said, what i feel this game really lacks is proper feedback to your actions, from simple things like hit effects to knowing when you could act or when your actions have cooled down.

Then there were the chaos effets that happened in the last battle, which I'm not sure is a thing that is automatic, or was activated via Chaos Explosion. While I don't mind getting a random effect each turn (and I appreciate the sheer amount of effects), due to the lack of feedback I had no idea what each thing did. Like, what does "chaotic softening" even mean?

Thanks for your comment!

You're right, feedback is almost non-existent in the game, which can be confusing at times. I'll put this higher on my priority list next time so I won't run out of time implementing it.

Now to explain about Chaos Effects due to lack of in-game feedback(below text may contain spoilers)

Chaos Effects happens every time after enemy's turn but before player's, which randomly applies either a buff to the player or a debuff to the enemy. Below is the full list of them:

Chaotic <EffectName>Actual effect
EnlargementPlayer MaxHP + 100
Blood supplyPlayer CurrentHP + 200
HardeningPlayer Defence + 75%
BloodlustPlayer Attack + 25
ShrinkingEnemy MaxHP - 100
(if their CurrentHP exceeds their new MaxHP, excess HP is trimmed)
Blood drainEnemy CurrentHP - 200
(if their CurrentHP is 200 or less, it's only reduced to 1, so they won't die from this)
SofteningEnemy Defence - 75%
NightmareEnemy Attack - 25

Thanks again for leaving constructive criticism!

I try :)