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Fun little roguelike crawler :) It had me playing for a while and I enjoyed it. I do wish I could save progress somehow. Starting from the beginning everytime is rough, but I understand that you only had one week and it's still impressive what you've accomplished. I hope you will develop this further post-jam.

I like the retro looking UI with its pixelated look but there are just a bit too many different font styles. Some really small and almost unreadable (without my reading glasses) and other are really big. I count at least 4 different fonts.

There sure are a lot of potions in the game. I like lots of loot! It wasn't clear if certain potions gave permanent or temporary effect

"Sword of inventory item swapping testing"? haha :)

The UI screen flipping turned out great!

The movement was snappy and worked well. I wish it was possible to play with arrow keys and/or numpad.

The perspective could've been improved a little bit. Because of the small tile size the player can't see parts of the floor and corners on the current tile and that makes orientation a little bit more difficult. This can be solved by increasing tile size in combination with pulling the camera back a little bit or by increasing the FOV slightly.

At first I thought the grainy and desaturated dungeon looked a little odd but after a while it grew on me. It has a mysterious and ominous charm to it.

  • +1 for nice combat mechanics. It would've been even better with some more tactical options but still well done.
  • +1 for elaborate description and backstory on the project page
  • +1 for map although it was very difficult to see where I was on it

Hi zooperdan, thank you kindly for playing.  My apologies that the font was not  setup adequately. I intend to develop this game post-jam so your feedback is quite welcome. 

I can absolutely adjust the camera settings, I may even make it a user configurable option. The small size of the tiles is largely environmental setting, I find that too many dungeon crawlers have very large tiles and it feels like you are navigating an underground parking garage and not a claustrophobic labyrinth, but that is just personal preference. 

The potions are all permanent, the only temporary buff in the game is the defend ability in combat. 

I'm glad you liked the default sword and the UI effects, the screen transitions were almost cut out as you may know. 
Additional bindings are very easy to implement, so that's going right on the list for the next version.
The combat could indeed use more fleshing out, my intention was to add more spells, elemental damage and buffs. That will happen after I throw out the entire combat system and start again from scratch.

Thanks again for playing, and thanks for your feedback!