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(+1)

Oops, I forgot that I disabled that final boss for testing :D (you can enable it by editing the resources/area/catacombs.lua file, just need to remove the -- in front of the battle() call)

Random encounters happened every 5 to 10 steps. (instead of a random chance on each step)  So that cannot be 3-4 steps :D

There are quite some hidden mechanics, the battle order is actually defined by agility, so faster characters attack more often. I thought about visualizing this, but didn't know of a good way. (it works a bit like the ATB timers of Final Fantasy, but then without the waiting for a timer to fill)

And yes, the squid tentacle attack is bugged, it deals 0 or a huge amount of damage. I made a mistake in it's stats, causing negative damage calculations.

The part after the jail I added without any player testing, you're not the only person that missed finding that hint...

(+1)

Ohhh, I see. I thought it might be like an initiative roll or something, but couldn't confirm by myself, thanks for clarifying!
Also yea, I did exaggerate with that 3-4 step thing, but in my defense it 1) feels like it, and 2) I did get an encounter first step as soon as I left the castle, so it might count protected areas as steps too.
I will rate some more games and then try out that final boss, I'm really eager to try that out!