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This is great, very nice work. I think you have a real knack for game systems design, and make charming, lively artwork. It's a great combination. The map exploration feels really good, with the fog of war effect and all that. Combat is good, it's a fun system. Just enough player input to be engaging, while still being relaxing and enjoyable. 

On that front though, I do feel the combat is a bit too hard. I kept getting rocked by random little dice guys. I think the "challenge" should be more about choices in where to go, who to fight, and being forced into choices about when to fight vs when to heal vs when to collect resources. Because there is only a limited control within the battle, it doesn't feel great when a single enemy takes you out. 

The best comparisons I can think of are Pokemon of course, and Heroes of Might and Magic. Both of those games rarely put you in a position where a single fight completely rocks your shit (or at least warn you, if you're about to do that). With Pokemon, the challenge is that the places you can heal are separated by enemy encounters, so you have to maintain your resources until you can heal again. Something like that might be smart here, so that you can maintain challenge without feeling unfair.

The core system designs are rock solid though. Well done.

Thanks for playing! Glad your impressions were positive overall.

You make a great point on the balancing and how one battle can end you - this is something I might have been ignoring due to an abundance of experience in stopping the reels right where I want them, but I can see how it might be an issue to newer players. Perhaps the way to go is enemies only doing chip damage, but healing being rare and/or expensive. I'll try to steer the game in that direction and see how it feels