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(+1)

I enjoyed this, the visuals were great. Humor was fun and didn't overstay it's welcome, and the ways combat encounters started were all unique and interesting. The dynamic between the characters felt good and I'd like to see them make a return sometime, maybe even in a sequel?

I would consider, though, adjusting the effectiveness of some status effects on enemies. Once I had access to stun and confuse I was able to deal with the rest of the enemies very easily, making the shark encounter the hardest fight of the game despite being only the second one. Maybe confuse should have a lower chance of applying and stun shouldn't last as long, or have a lower chance of missing a turn?

Either way, I enjoyed the experience and it's clear this came from a place of passion.

Looking forward to checking out your next work!

(btw, there's a typo in the item name for "gauze")

(+1)

thanks for playing! and thanks a lot for the feedback, balancing is definitely something i need to take the time to work on in my games :], but im still glad you enjoyed it!

(2 edits)

it's not easy to get right, especially for smaller projects like this.

Gotta say though, that I appreciate you making status effects an essential part of combat to begin with. There's no such thing as "grinding" you just have to strategize accordingly, which beats the older style of RPG design where one hits the player with a cliff of difficulty every few hours.

Looking forward to seeing more from you!


edit: Also...what's this about a second optional fight??

:-)