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Thank you for enduring the tougher parts of the game. In past jams I have constantly battled with the worry that I'd made things too easy, so I left a lot of stuff "too hard" trusting that players would be able to sort things out, while throwing a few bones (the bonus payout is horribly broken and I never bothered to fix/lower it to my original intentions, darkness doesn't fall instantly letting you cheese a few squares, the "help" windows for skills still show up over the darkness during battles, analyze stats still appear over darkness as well so you can guess at what is on the board, etc).

Truth is, making a good dungeon crawler is HARD because the most interesting stuff (psyching out the player themselves) is also the hardest to balance, since you can't really determine how any one person might react to it, and the paradoxical thing where players who GET the tools needed to deal with those things are often not the ones who needed them to begin with. Let's not get started on the whole "is this even a good dungeon layout" question.

The battles aren't really meant to be too hard, except for a few deliberately designed to throw off the unprepared, and fights in the light aren't meant to take that much time. I would have liked to bump up the ATB/battle speed a bit, but kept running into bugs. Oh well.