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An alright game. The monochromatic theme is novel, but quickly becomes a logistical nightmare. Projectiles, doors, enemies, coin, and the player's own orbs are all the same color and roughly the same shape; this makes it impossible to keep track of multiple objects on screen at the same time.

I like the orb concept in general, however it is a little underdeveloped. It would be cool if orbs had to be replenished by killing enemies, or picking up coins, or if there was a timer visible for the orb regeneration, but it pretty much feels as if you posses infinite orbs, as is.

I couldn't tell, but the room generation seems static (i.e. no randomization). This is fine, just not what I was expecting from a rouge-like with 5 different classes to choose from. I accidentally found myself wandering down the same path and fighting the tank/bomb boss multiple times.

In all, a neat proof-of-concept, would love to see more gameplay and synergistic depth between the classes. For now, the classes all feel a little "samey."

5/10

Thanks for playing it, I agree the orb system could be made more intresting along with a few other things you said this version is very old and i just started working on this game again adding more visual clarity so ill take this review into account.