Thank you for the review, I had an enormous "idea vault" and just didn't end up having enough time or experience to implement it as this was my second game ever. For example, the original working idea was that instead of just having a static inventory and using it as "health potions", you would instead slowly absorb them over time regardless. This would let you choose between absorbing a slot to heal or make room for an item that had better stats. Each corpse would have a specific turn "timer" based on tier that would slowly give less stats as it got close to 0, but when the turns were finished, you'd absorb the item and a certain percent of the stats and keep them permanently. Obviously there would've been more enemies and more "tiers" of enemies.
ACertainGhostly
Creator of
Recent community posts
Thank you for the feedback. I agree that movement is very slow outside of combat because of the tile system, and I was originally debating a way to make movement faster like, you click a tile and your character will move there automatically, only stopping if enemies come into view, but ran out of time.
Yes, unfortunately there is a very basic layout for the jam, there were plenty of ideas to spruce it up, but even the basic procedural generation too much longer than I expected it to. For the final 7drl version, the first 2 levels are basically the tutorial, then its intended to ramp up the enemies, and add to the room count over time. If I work on this game further that was one of my intentions along with enemy variety/bosses.
Adding environment factors that force positioning is a great idea that I'll keep in mind, as right now it basically depends on what enemies you are matched up against.
Thank you for your feedback. There was going to be some combinations between paths as well, but due to time constraints I decided to stay with 2 simple straight paths. The feature was going to be paired with a recipe book as well as the combinations increased. Sounds were also something I had for last and just ran out of time

