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Damn I really enjoyed that, didn't quite make it to the 8th floor but perhaps I'll try again later!

Love the look of the game, and the sounds are good and crunchy as well. The item prefix system is simple, but it made me think twice about what I should use, discard, or carry to identify later.

A couple things I found myself wishing for: faster movement (by tapping the key perhaps?) and a "wait a turn" -key. Do you reckon the latter would've made the game too easy?

I did eventually figure out I could walk into interactible objects to force enemies to move within range, so as to not give them a free attack. But then there were times when my inventory would be full, and I couldn't walk into objects if they would give an item. The exception to this rule was altars (and anvils, water wells, etc.) which would always advance a turn when walked into, even if you didn't meet the requirements to make use of them. So this could be used as a cheesy way to pass turns. I resisted the urge, feeling this may not have been intended.

Great work overall!

(+1)

Thank you for the kind words and feedback, I really appreciate it.

The movement speed was brought up a number of times during a development but due to some decisions early in the development it was hard to tweak it in a sensible way. Eventually I accepted that it would be a bit slow when backtracking, but in favour for battles to feel deliberate and thought through. Same reason for not allowing players to skip turns, every action counts.

The cheesing is definitely a bug, the idea is as mentioned above something must be done each turn - no skipping! :)

I'll go and make a new version now. :D