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Cute! Nice 45 days work. The basics of rougelike is there, I can see you have implemented turn-based loop and all the formulas, randomization, and even field of vision with fog of war. That is not too simple to learn at first, good. Inventory too, even if it felt unresponsive at times as if I pressed something wrong and got stuck. It only misses saving dungeon floors in a run.

Though when it comes to gameplay as is, I didn't get in-depth. I wasn't sure what stats would do, then I very quickly got overwhelmed by all the chest equipment that flooded me, with hard to know which is more effective. So I stopped thinking and just moved to kill and go down, not having much choice. I think keeping this proof of concept lesser in stats types amount would have helped and replacing most of chest to contain consumables (like food in old crpgs) would have helped. Or at least letting me see effects and calculations so I get to learn too.