Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Hey,

a solid entry and I had fun playing it. It felt a bit long at the end, as no new equipment popped up and the leveling got quite slow. I liked the intro and ending with the nice voiceover, the sounds were also quite funny and nice. The UI was, I dont want to say terrible, but it was. Needed to put the screen 5 cm from my face to read the possible party members. :D The walls and environment was to bland for the repetivness of the dungeon. There were nice elements with the portals and the mouth, but for the most part it were the same not so good looking walls. The movement was fluid, but something was off and I cant really put my finger on it. Maybe it always stopped for a frame or so between steps? The leveling felt cool and the choices had impact. The same with the equipment. The auto battling is a good choice too, but the presentation was not for me. I would have liked some small hit animation and numbers flyling of the encounter and party members. That way you can put the encouter large in the middle and also increase the size of the partymembers, get rid of the text and its super clear whats going on. Maybe some small shake or zoom animation on the party members, so you know who was attacking.

But as I said super solid entry. And also gameplaywise very polsihed. Did not had any bug and it played smooth.

(+1)

Everyone agrees, me included. The UI… suck. And the walls and floor. It should really give reflect what the intro described. However I’ll manage to do that.

Really interesting reflection about the potential frame stop. It could be a consequence of how I implemented the movement controller… Was it in particular while changing direction or also when keeping forward pressed down? If you remember…

The presentation on the autobattle came from a more involved idea about the Crit-Tick interaction. That pressing it would freeze time and you being able to reroll any of the rolls visible and thus voiding what came after it. But while I think that’s a cool mechanic, I don’t know anymore if it suits the game. So focusing on the participants with damage numbers flying about is much better. Making issue for it right away.

It was during all movement, if I remember correctly. So also while pressing forward down.