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I haven't tried it yet, but just visually it gives off a grid based RPG feel, that of Megaman Battle Network or (one I actually like) Radiant Historia. While that doesn't naturally mean it plays like them, but the mere inclusion of a grid for attack and movement invites the comparison.

Update: Played it and it feels very much like a small floor in a roguelike. The fact that slimes will always move regardless of whether you choose and how quickly can be manipulated by your tempo of movement is very reminiscent of Crypt of the Necrodancer. 
You actually do have something I would consider playing here. I really like it when battle systems make the player more active and less prone to sitting in menus thinking.  I can imagine without the restraints of the jam requirement a battle system where you have say equipment assigned to 2 buttons that act as lures to make the enemy of the corresponding color move in alignment with you, and you can line enemies up into arrangement that would do extra damage to them all or cause certain effects, etc. All still within the what I don't think you intended, but apparent for me- musical borders of movement. While on the surface the alignments would be the star skill for mastering combat, but in actuality the player is learning to play an instrument where the rhythm is more important than the notation.

Awesome! We we're going for necrodancer X battle network, glad you picked it out!