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A member registered Jun 13, 2016

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okay, just thought id throw out my initial thoughts haha, and yeah, i was basically thinking ahead to when you might end up letting the player move multiple tiles in which case it would be a select where you move type thing most likely, but still makes sense, since you are building for PC though one thought is to use the qweadzxc system instead of the wasd system, plus then you could even use s to skip a turn and save space to interact or activate something... or s could make you go up/down the stairs

btw another thought to mix things up, make some creatures (rats, small spiders, and such) run from the player and take loot/keys with them, but attack really hard when cornered or try to escape through holes, that way players could attempt to survive early levels with less loot/xp/stuff but more safely, but as they go along less creatures will fear you and the lack of grinding would add up.

hello, i am just wondering if the servers are having issuses or if the newest version has a glitch, i am unable to start the game, it shows the first screen then a hub/network error

so i am looking at how the game is structured now and how it could be improved as is without much editing.  here are my thoughts/suggestions:

1. each crate should drop 1 item, now this could be something the same, worse, better than you already have, or something completely new

2. some items might be cursed and become permanently equiped until the curse is removed (some curses might be kill X of Y creatures, some might make you sacrifice a certain type of item or base stat) this is to balance the item increase

3. add character levels, each level requires exponentially more XP, lvl 1 would be 1 xp, 2=2, 3=4, 5=8, 6=16...  

4. each crate gives 1 XP

5. rats give 2 XP, only hit for 1, and have 1/8 your beginning health (and no armor) but do have a chance for you to miss

6. spiders give 3 XP have 1/4 your starting health, deal 1-2 damage that hits again 1-2 more turns, no armor or dodge

7. whenever you level up your health refills

8. each tile of movement rolls a D100, if the roll is equal to or less than your level you heal 1, for every 5 (10?) below that you gain another health

9. press space to wait 1 turn

10. spiders can take diagonal movement but can only move one tile a turn

11. rats take a turn to turn,  and can only move straight ahead, they move 3 tiles a turn

12.  you can move your level in tiles in a turn or attack with those actions or use /switch an item with those actions

13. your damage is XDY * (your level) where XDY is the damage range value of the weapon you are using (aka start with 1D1 fist X 1 level for 1 per hit)

14. wolves, 5 tiles a turn, 2D4 damage,  1 armor, no chance to dodge, beginning health

15. you may want to make some of those cracked walls into hidden passages

16. possibly start with 1 or 2 random items that lead you to begin as an adventurer

17. each level you should be able to increase 1 (your level? can be more by putting points into intelligence?) of the main stats/skills by 1

18. dead bodies should be able to be "gutted" for a chance based on skill/lvl/items to gain food, materials, and so forth, campfires/rest sites should exist to craft at/sleep at safely

19. your HP should be enough to roughly survive/mutual death being attacked on all 4 sides by creatures equal to you (rats = 1, spiders = 2, wolves [see above] like...5?) 

20. you should Really have a stat counter, at least for health

works great, found 1 bug, can you add full screen support? just wondering, it super bugs with no way to close it, i thought maybe id get to see more of the path at once

also just wondering, do you ever plan to add more to the game? seems like you could add in all sorts of stuff like coins to buy gear or levels or stuff

sorry i was AFK for an extended period and only just saw this, ill give it a shot

i just tried downloading both this and your secret game... neither of them seem to work, is there a problem with windows computers? or???