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This is a very decent entry. While not amazing, it’s not bad, either.

Battles are not overly long, there are some (albeit basic) action sequences, and some real effort went into making a variety of skills to spread across the classes. I also really liked the class change system, it’s a neat idea that lets players adjust the party to fit their approach to combat. Flavor text is constantly humorous, which I appreciated.

The way combat was implemented is where my feelings are most mixed. Since the party does not gain experience from engaging in battle and items are already abundant thanks to the various chests and such dotting each room, there’s not much reason to fight other than to test the party’s skills and see how different combinations work. I decided to avoid a majority of the fights after about the third or fourth floor. I do like that there is an “end” to the game if you decide you don’t want to endlessly scale the tower. Boss battles were fine overall, though having repeat bosses felt kinda disappointing and there wasn’t much tension due my large stockpile of items and the bosses dying well before my team was anywhere near critical. That said, if you had to slant the difficulty in one direction, easier is generally better, which you did!

Having the same tune going in both the map view and battle is fine and kept the energy of the atmosphere consistent, but no battle back (aside from some faint speed lines) and keeping the same tune across multiple floors did get a little boring.

Even if this entry isn’t the most innovative or mind-blowing, I still had a good time with it and respect the work that went into it. I didn’t encounter any bugs and liked the little touches, like the Harold heads falling on the title screen and the Harold head cursor. Well done!