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(2 edits) (+1)

I enjoyed this. Not a big roguelike player but I've played a bit of them. The aesthetic was just right for me and I wanted to check this out after seeing a screenshot in the threads.

Some comments I wrote as I played

  • The damage numbers need an outline so they pop against the background
  • The backpack icon needs to be visually distinct from the spells. Move it somewhere else or make it larger, it shouldn't look like another spell. Acually there's plenty of space at the bottom, have an item hotba r?
  • If a spell isn't ticking down the cooldown when there's no enemies that's ok, but there needs to be a visual indicator on the icon to show if it's ticking down or not. A glow or something.
  • I don't want to reach for esc for inventory, put it on a key near to wasd. Space and E both seem to be wait, put inventory on E.
  • Hopefully I didn't miss it, there should be a way to change direction without moving that costs a turn. Hold shift perhaps.
  • I didn't get far enough to learn what the dollars do, and there's no counter on screen for them, so they feel a little pointless. When I got dollars it felt like I got nothing. Fair enough if there's a missing mechanic.
  • Holding space should keep you waiting for as long as you hold it.
  • Magical girl is an aesthetic-heavy thing, so I'd say make the character sprite match the thing that's being worn.
  • Make it visually obvious and play a sound cue when a door locks!! A locked door isn't the same as a regular door.
  • If I hold a direction against a locked door or against a wall I shouldn't lose a bunch of hunger points.
  • When skimming I got HNG mixed up with HP a bit, consider Stamina or something else as the abbreviation.

I might have a bug  for you, is this a softlock?



I wrote a lot of criticisms but that's because a played for a while, there's some good potential here if things are smoothed out.

Thanks for the feedback! Those are nice QoL changes. Actually, older versions had some of these changes already (like the damage number outlines and door sounds) but I didn't have time to re-implement them in Monogame yet. Also, money is useless right now but there will be shops in the future.

That screenshot is indeed a softlock! Enemies are not supposed to spawn in that "hallway" area between rooms. It's one of those annoying bugs that only happens .01% of the time and works the other 99.9%...  I just uploaded a new build that SHOULD fix it.