Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

very cool concept, I like that the game indirectly forcing me to use the correct letters to guess since it will provide heals with correct letters and monsters with wrong letters. However I would want to see the monster stats before the fight and other buffs other than heal as well. Also the only option to fight all in roguelike mode, and not much decision can be made from the player other than guessing the letters.

(2 edits) (+2)

Thanks! There are buffs for your attack power (which is hidden from you because I didn't know where to display it) and max HP but they're pretty rare and don't have a major impact (since leveling also raises them). Health just became the most important currency so I hyper focused  on it (which is also why the heal spells exist).

The UI could definitely use some work, and I agree it's a pain to not know anything about monsters before you attack. I also kind of struggled with the transition from roguelike back to wordle, and killing every enemy was the best I could come up with. The main problem is I couldn't think of a way to have the roguelike portion influence the wordle portion because I basically just copied wordle, which doesn't require any outside influence since it's already a fully functional game.

A decent iteration would be to not straight up rip off worlde and come up with something that would benefit from some action in roguelike mode, but that's a lot of work! In the current version something like having the maze have an exit as an alternate to killing every enemy would probably be satisfying enough?

(+1)

perhaps you can provide a hint after killing an enemy or remove a random wrong letter? of course the better bonus will be on a harder path, so player can choose to fight easy or hard boss depend on their current hp - as long as they got to the end point they can turn back to guess word mode, I feel like bonus should be dropped from monster instead of lying around.