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Good stuff! I liked how you incorporated a story around the crawling. I also like the idea of assembling a party but I think the passive combat system takes away some of the strategy. 

I started my first run with 6 people, with 4 specialized in a single stat at 6 and high con, and the remaining 2 were allrounders with 3-4 in each stat. After a few encounters I fought an enemy that dodged and blocked nearly anything and my whole party wiped. So I started my second run with 10 people and beat the game with it.

The combat itself is a bit dull and from the second floor onwards I didn't really enjoy encounters as I just wanted to finish the game. I didn't see a way to determine how strong enemies are so strategizing against them felt impossible, and with the way loot works (with 2nd floor weapons requiring 14 in a stat) it felt like leveling up was just blindly making numbers go up because the party members all felt like a stat sheet rather than an individual. It felt pointless to invest in defensive stats past 5, because there was no way to have tanky characters take the brunt of enemy attacks as their target selection felt random.

So all in all, I think the game could use a combat overhaul. Passive combat can be good but it just felt too random and aimless to me. Yes, I can bring less party members to make it more challenging, but the challenge still feels like pure RNG just being less in your favor as there's less combined HP to soak random hits.

Other than that, pretty solid entry! Loved the sound effects, it had some humor (but honestly got a bit old quite fast) and the dungeons were nicely generated. Could use some more variety if you plan to expand the game, of course. I liked the maw bringing you to the next level, was a really neat addition. And the portal to the wormpoop was also a nice touch. Solid game overall!

thanks for the great feedback! I agree completely that the combat is in dire need of overhaul and balancing. I’ll consider both the amount of information given about the enemies and the choice that the player needs for the semi-auto battle to feel more interesting.

With regards to leveling up defensive stats, I think in part that was due to a balance breaking bug that made you more or less invincible which meant you didn’t need healing as much which in turn means that mental health didn’t go down too much. So with those things there was little need for investing in defensive stats. But it may also be that health should not scale so much with higher levels to keep the player needing to invest in it. That or the enemies needs to accelerate the damage they deal further in.

thanks for the great feedback!