Thank you for playing and for the compliments! In regards to the difficulty, there is a bit of a random factor there, as it's (for now) largely influenced by what loot is dropped. When you get a hand axe or mace, it does get easier to quickly kill the mobs. There are red chests hidden in secrets (hint: look for suspicous walls) that contain the best loot, if you're up for another try :)
Pigbert
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Two ideas: (1) I think you might have some extra room to the left of the fuses-tab to make it double as wide, so you're able to show six or more tiles at once, instead of just three. (2) by making the fuses-tab a little longer at the bottom, you're able to put the scroll-buttons inside of the tab, instead of under it. That might improve the visibilty of the buttons, especially if you make a pop-up prompt explaining that there can be multiple tabs now in the first level that has them, so people know where to look from then on.
Thank you for the compliments!
The overlapping of tokens with slime tiles was intentional, because fighting a huge blob of acidic goo should be a dangerous undertaking ;) The idea was that all sorts of enemies each have their own "hazard" tiles, such as the phalanx also having a shield tile that you have to bash through. It gives the combat system a bit more extra depth. Instead of just rushing across the grid to get the most tokens, you also have to consider sacrificing health to do extra damage or get more defense, or to carefully plan your path around the slime.
Adjustable loudness of sounds and a mini-map were less intentionally ommited, but the result of limited time. But glad you're able to see the charm of "ye olden" dungeon crawlers where mapping was done by physically drawing the map on gridpaper ;)
Reminded me of 'Is this seat taken?' that I played a while back, but a bit more stressful! ;) Nice job! I didn't get right away that you had to click on the clipboard and the schedule for them to appear, so I was a bit confused as how to know what each guest wanted. Perhaps you could also do something with icons that show what the preferences are of each guest?
A nice interactive tutorial so you know exactly what to do, nice one! :) I also liked the 2.5D perspective, gives every pixel art game a little bit more oomph! I did run into a few bugs: the tutorial said I shouldn't walk into the scrollers, but when I did, nothing happened. Also the trail never seemed to disappear, while that is supposed to happen?
Nice take on the theme by making a chain of actions; clever that certain skills also skip tiles to avoid traps and hazards. I did find a language bug, as in that certain texts were Spanish, even though I selected to play in English. Did hinder my ability to understand certain heroes and skills a bit ;)
Nice idea to mix the card-mechanics from StS and the positioning-combat from DD! I did have some trouble reading the UI at times, with the written out statistics from the heroes and enemies overlapping on the combat screen. I also didn't make it past the first map, do you get more party members later on, or is that only for multiplayer?
That's a lot of content you were able to make in such a short time :) Well done! As some others said, I too didn't master the controls as intended, but still had fun using the chain as a spear of sorts with mostly left-clicking on the zombies. Given that this type of high-dopamine-fest would do well with a mobile crowd, have you given it any thought how to make this work on such devices?
Was a bit disappointed that the fireworks did ‘t fly away at the end of every puzzle ;) Nice reverse take on the puzzle game that usually involves pipes and water! One thing I’d make more clear is that the inventory has a second tab in some levels, that gave me a headscratcher as I couldn’t find a solution in those levels.
Glad you like the Wolfenstein 3D aesthetics :) But the graphics are actually a bit more retro even than Wolf3d. We used a 16-color CGA palette (with some additional translucent noise patterns for textures), which is more in line with Wolf3d’s predecessors. We did use some Wolf3d sprites as references for scaling the Slime Phalanx. Thanks for the compliments! :)
My personal strategy that works for me is to focus on getting all attack tokens first, and only then switch to defense tokens (if necessary). If that means to go through a slime tile, so be it. Once you get better weapons, there is a big chance you’ll kill the mobs before they’ll have a chance to strike back. Good luck if you’re going back in!

