Thanks! XD
We had a sort of prop-hunt inspired vision in mind but we just couldn't find the time to properly work on it for the jam. That and Godot's softbody physics are quite finicky lol, took me ages!
I'm not entirely sure about other roguelikes (because I cannot think of many that move on a grid off the top of my mind), but perhaps allowing the player to hold down the arrow keys when moving would help. That would also allow for the diagonal movement I just discovered with the mouse. In terms of making that feel precise-- maybe think about something like pokemon's world movement? If it was needed you could even limit controls to individual presses during combat.
I'd say the same a Koveras-- definitely one of the coolest games I've tried today! My only complaint is that repeatedly pressing arrow keys to walk around can start to feel a little tedious when not fighting monsters (I actually really like the strategy of the combat). Feels like something that could be a blast to play!
Oh yes, and the sound effects and camera movement give it a rather appropriate "lumbering monster" feel.
Hey thanks for your feedback!
There's definitely some general UI elements I never got around to-- for example, an indicator that clicking on the other characters basically functions like using stasis in Breath of the Wild, where it applies force every time you "push" them. It's possible to save everyone, but it's good to know how unclear it is.