Skip to main content

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

Messed around for a bit, kept getting mega killed by the leprechaun.

Visuals: A bit rough, but the consistent quality keeps it immersive and easy to get used to. The animations and color choice really brings it to life.

Audio: Seemed fine to me, except that there wasn't any sliders to adjust them.

Gameplay: Map is cool, I like the hex grid and the fog of war. It's also interesting to be able to have 100% control over what enemies and items you encounter. I couldn't tell if the bouncers were real time or turn based in how long it took them to walk up a tile. The design of the combat is fun to watch, and the types of slots felt intuitive by description. I still don't know if there's any skill in timing the slots though. The minigames are decent fun and added some flavor to buying new slots.

Combat was unbalanced, sometimes I got pwned or mopped the floor with them. I imagine with more playing I could start knowing what builds to go for and when to go after an enemy or avoid it depending how our abilities would clash. I also probably should have fought more to have more slots for the boss.

Fun game, hope to see it improved.

Thanks for playing! Nice to see positive feedback on the artstyle, since it's been a huge pain point

Bouncers were based on how much you move and interact with things, perhaps I should add some UI element that unambiguously tells you when they're making the next move.

Combat is indeed imbalanced at the moment, I probably need to make some enemies really easy to let people get going with their builds with no risk.