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(+1)

Great as usual! This time you decided to go for more obvious secret passages, eh? This made finding them way easier and less time consuming, though I also loved how you needed to infer where they’re from the map in your dc23 game.

Battle was quite interesting choice of how to spread aggro and whom to take down first, though poison and AoE were still quite overpowered :)

Movement was a bit too slow for my liking, but it was not a big issue with chosen “dungeon” size.

Thanks for playing, and glad you liked it!

Heh, I thought that the visually shifting effect on illusionary walls in my '23 entry were pretty obvious to see (but I was completely wrong, I've got 0 evidence anyone ever noticed the effect =).  This year I decided to make them much more visually different.  And in my first 2 playtests no one noticed a single one even with strong hinting, so I threw subtlety out the window and just drew a big crack over them ^_^.

As for movement, a bit too slow for me too, I probably need to do a re-write/re-factor of how that works (at least for non-realtime-combat games like this one) in my engine before the next jam =).  Hopefully you figured out the click-to-move on the map to alleviate that a bit.

(+1)

For completion sake it’s good to have obvious illusionary walls, so more people will find them, but for feeling clever sake it’s actually great when you need to think where they are. Especially when you have an automap which hints you at their potential location as a place where you unexplored tiles.

Oh, there was a click to move. Nope, I haven’t tried that one :)