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Very nice locations and feel. I particularly liked all the different places.

I wasn't sure how the mini map worked, it seemed a bit blobby and showing more or less that what you think it should - maybe it was an overview?

Movement was nice and snappy, as was combat.

My only negative was it 'didn't grab me'. Did I want to play on - not really. there didn't seem like there was a quest or story to engage with.

But I did like the attention to the environments.

Thank you so much for checking out the game! I wanted to ask, did you interact with the NPCs at the beginning of the game? I was worried that based on the interface a lot of people probably skipped them. Either way, what would have made the story "grab you"?

I've been working on an update that I'll release after the pause but one of the things I updated is giving NPCs an exclamation mark above their heads if they have anything new to say.

I don't want to spoil to much but I'm also working on expanding that side of things a lot and I would appreciate any feedback.


Had to go back and check the NPCs as I didn't think I came across them.

On replaying, just took the pre-made group, gave me 2 options rest, leave and sat there, so I left and it took me to the raised start area. I didn't encounter any NPC until the first encounter. So no I didn't meet any NPC to talk to.

Unless you are not meant to attack them? <- if this is the case then I would suggest not allowing you to attack NPC until after you have chatted to them?

What would grab me - a difficult question.... ?

I really like the art style. And the game start screen. What would be cool, would be to fade the screen into the empty location (no people or stuff, just the grey wall with the gap into the 'tower'?. I would have no music. Go into a corridor with a door at the end. In front of the door is the last member of your party.

"hey you made it, Blah said you would come and help. Nasty has taken the (thing). I'm here to help. Help me obiwan, you're the only hope' etc"

You have 2 options: join - and xx opens the door, the music starts and you go in

leave/ dont join. xx is not happy and fights you - you die.

That would set the scene, give you a reason to be there, give you an option, etc.

The other suggestion would be to plan and have set pieces with enemies and rewards. some you will need to fight, some you could go around. fight/reward balance.

I liked that you could see a key and wanted it - unfortunately when I got to the key I could pick it up or get it.

my sage advice is this:

you are not making a game for you - you are making it for others to play and enjoy. Always have that in the back of your mind.

(2 edits)

Thanks for checking again. You start the game in the hub area able to talk to the 4 npcs who explain the situation but its not required and you can just leave if you choose to. I came up with another idea, when you click to leave if you haven't talked to anybody yet I'll pop up a confirmation dialogue that you want to leave without talking to anyone. I hope that confirmation combined with the exclamation for new dialogue will be enough when I can patch it.