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It's really cool to see how this has developed from some of your earlier work! I can immediately see some of the things I commented on IFDX are already implemented here, like impassable terrain and mouse over movement highlighting.

I am running into the same mouse usability issue.

I felt like I was having a harder time tracking combat here than in IFDX?

No menu/pause/abort/options menu. Not that there's anything really needed? But I felt stranded in the game when the bad mouseclick caused me to go into game instead of into the tutorial.

I got 0 story when I was playing. I don't know if I was just impatient or if the timing was off, but I always seemed to click at exactly the second that it popped up.

Some in-game UI for RPS combat would be awesome.

I'd love to crib from your work if you have this up on github, but I totally understand if you don't!

I'm not sure why you're running into the mouse issues with both games, I'm sure it worked before. But ah well :(

As for tracking combat being harder, I imagine it's just because there are more stats impacting combat this time but I didn't implement a proper pre-battle overview for how it plays out, so I'll try to add that if I make another game like this.

The story goes away when you click so probably is just poor luck that you clicked away just at the wrong time, I'll try adding a delay next time. Luckily though, the story of this game is very minimal to begin with :)

Sadly I don't use github, but I don't expect my code would be much help (it is very messy and uncommented)