Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I have two critiques of the game.

First, Talos Skin is basically worthless. It doesn't take long before enemies start dealing dozens of points of damage; it's cheaper to upgrade Endurance and Strength enough that you annihilate a room of enemies before they can take a turn than it is to upgrade Defense enough to reduce the damage those enemies deal by a noticeable amount.

Shards of Heart don't have this problem; the amount of health each shard provides isn't a constant amount. It increases rapidly enough to make a difference. But Talos Skin just provides a flat -1 damage/attack, while enemy attacks rapidly scale past a few dozen damage into triple-digit damage. It maybe saves a couple potions per run, upgrading it might save another tiny potion, and your heart cards will likely drink those potions while fighting against an enemy too strong for the potions to help against.

Second, another scaling note. Most idle games let you increase the rate of resource generation as you progress, generally just a bit slower than prices grow (plus or minus new mechanics being introduced). Vogue just makes you stronger and tougher, letting you crawl deeper into the dungeon at the same speed.

Now, if the amount of cash gained from vanquishing enemies grew fast enough, or if the treasure chests were a larger fraction of your earned gold, this might work. But the chests in a room don't have much more gold than its monsters (and in some cases have less), and while I don't have the spreadsheets in front of me, the gold earned doesn't seem to go up that fast.

End result: I have to wait increasing amounts of time to scrape the funds together to buy upgrades. Which is technically true of most idle games, but there's usually some other upgrade I can buy to reduce how long I need to wait on the main upgrade. Something I can do to make it go faster.

Anyways. Aside from those balance issues, it's a pretty good jam game. Moving through the dungeon feels like an extra complication that doesn't add much, but it looks kinda neat.

I can agree with most of this post outside of enemy loot scaling being an issue. I found the time waste going through the weaker areas to be a more detracting issue.
Kinda wish there was game speed slider/buttons that uses your endurance to change how fast the game runs.
Chest loot having more than consumables and coins would also be nice as their one time nature makes those things not as useful/exciting.