Simple but fun! Love the pixel art, especially the parallax scrolling.
NebulaCoffee
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Played it on web, and I love the cyberpunk vibes, the pixel art, and the theme of dehumanisation through an uncaring system. The only bad points I had were:
- I wasn't sure where to go after giving the homeless guy the map
- I ran into a few text issues which I think may be something to do with how Godot runs in browsers (Had a similar issue with a couple of my projects). This only happened at the kiosk.
Overall I really enjoyed it though! Wishlisted on Steam :)
I've just released a demo version of Skull Arena, a turn-based RPG where you lead a party of champions towards their inevitable betrayal

The game currently has the following:
- Four waves of enemies, with a boss encounter on the final wave
- Four playable characters to choose from
- Pixel art inspired by JRPG classics
There are likely to be a lot of bugs, and the game still needs some balancing, so any feedback would be greatly appreciated!
Hi, thanks for the feedback! That’s a nice big chunk of useful info for me to think about. Also good catch with the Darkest Dungeon influence!
You’ve got a point about how easy it is to just focus on levelling up one character. I’ve been a bit concerned about that as well, but I don’t want to completely remove the option. I want the final version to be kind of exploitable, but in a fun way. The solution I’ve got at the moment is to have the boss versions of each character give bonus exp when they’re defeated. Also thinking about your suggestion of having downtime between fights with some rogue-like aspects, that could be a good way to fix this. I’m thinking of having the option to get the party to chat with each other between fights to get a little stat boost and some character development, but with a chance that the conversation could lead to one of the characters betraying the party. I’d need to think over this a bit first, and I want to focus on actually finishing the full game before I implement it though.
Also, the bugs you found -should- be fixed in the demo version I’m working on. The turn-skipping issue is one that’s been annoying me for ages, but I think it’s finally been sorted out! The bandits missing their attacks might be because Asash has high evasion. I’ve added a little “Miss” floating text thing so that should make it clearer if that happens.
But yeah, thanks so much for playing, hope you give the demo a try when it’s out!
I love these tracks! Using a couple of them as battle/boss themes for my RPG Skull Arena https://nebulacoffee.itch.io/skull-arena-alpha





