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A member registered May 13, 2019

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I certainly will. Paladin was the first successful playthrough and I really enjoyed how it played out - you simply have to try everything that is offered to you as a player to succeed and I think this is one of the metrics for good game design. I also loved how you think you have it easy at one point, until you face the liches, vampires, cerberi, dragons for the first time... almost died thrice on those later levels, literally saved by bad enemy dice rolls. This makes the final victory all the more appealing.

And yes, I played the game in the browser. Very often things pop out right in the face and some messages linger around, making me unable to do anything until they fade out. I did find workarounds in time, though.

All in all, once again - great work!

Just to leave a review here also, as I went to play this shortly after trying out Rogue vs Evil and reading the post mortem. Feedback is more or less the same - very fun, the game is difficult but rewarding once you know what you're doing, which I appreciate. But just as before, the UI gets in the way often.

Regardless, will be coming back to this for sure. So many classes to choose from, items to get and enemies to defeat. Great work.

Played through the demo and really liked it. The only issues I see with it is in the UI, which can always be improved with enough feedback. I was about to compile a list of possible suggestions just as I found your blog post.

To my understanding, game design really is kind of ungrateful - takes a lot of work, uncertain results, the product needs to be perfect and competition is popping up all over the place.

On the other hand, you did some great work here. Sure there are things that can be improved but it still is fun to play. If it means anything, I do think there is a place for you in game development in case you decide to return back to it.

Absolutely! I actually had a lot of fun doing this and would be happy to test further updates.

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Final feedback:

- Sometimes chests, camp fires and staircases appear in front of a passageway, making it impossible to reach parts of the level (or taking damage doing so). This isn't a big deal though there could be a small possibility that a staircase is blocked this way. Didn't happen so far for me.


- I think it is well balanced in regards to monsters - I don't think there is a need for nerfing or buffing any of them,

- Perhaps consider doubling the HP bonus from food,

- I wasn't using the Cloud thing at all almost. I only used it once to some effect so far and it was a very unusual situation. Compare to pickaxe which seemed unusable at first, but in actuality it saved me a couple of times and even got around the non-exit bug,

- The torch is useful but I feel its effect should be buffed. Perhaps making it last for two or three levels.

Any time. Just one more update for the non-exit - I got a torch at one of these levels and there was a small room completely walled off, but the exit wasn't there either. Might help with tracking down the problem, though.

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I think it happened when I was just opening a door. It didn't go through with opening it and froze at that point. It was level 2 or 3 when it occurred. Didn't notice anything else unusual but I'll be sure to report more details if it happens again.

In any case, amazing work with the game! Even though it's simple, it's super fun. Also loving your pixel art in your other works.

EDIT: Had this happen a few times - when going to the next level, I spawned on top or next to a monster which made taking a hit unavoidable. Perhaps consider a safe area of minimum 1-2 squares around the character or making him always spawn in a small empty room.

EDIT 2: The freezing bug happened again, and yes it was when going to the next level.

EDIT 3: Sometimes it's not possible to find the exit. Given that it can also occur that some objects spawn on top of each other, it's possible that a chest occupies the same space as the exit, blocking it.

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Pretty cool! A couple of plays in so far and it's a fun little game.

I experienced a bug where the game froze but the music continued playing with some minor artifacts. Also, you might want to consider giving the player the knife immediately once the game is restarted. This way I rather restart the browser to get the knife as it seems possible there won't be another weapon for a while (happened once).

Some other questions:

- Is the wraith/knight enemy or whatever the last kind or is there more after? These guys do an action every turn and I believe they do 5 damage. Pretty sure these are what the comment below is referring to - the best way to kill them is to use traps or fire against them but this requires a setup that isn't always possible. Other stronger creatures are best dealt with by counting actions and dealing damage in-between - most of these do an action every 2nd, even 3rd turn.

- Are the levels infinite or is there a final level?

- Is Big AF Axe the best weapon? :)

Honestly, everything in the game comes very well together and I think you should strongly consider developing this further.

Wanted to kill an hour or two and ended up playing this compulsively for several hours until finally beating it. You did an amazing work with this game. Managed to beat it on the 4th try. The action economy you pushed with this is really well thought out.

The art is sweet, the soundtrack is good (even though more wouldn't hurt) and the learning curve of the mechanics was a joy to discover. You really have to plan ahead which I appreciate. I don't think I can offer any ideas for improvements, but at some point I did switch between a holy and a leech weapon quite often, so maybe a weapon switch shortcut could be something to consider.

Other than that - great game. 10/10 for sure.