I agree, runs can be quite frustrating since Adrenaline Rush procs are too unreliable. That sure needs balancing.
Thanks for playing it, and for taking the time to leave a comment.
Hi everyone!
Miles Deep is a retro-inspired clicker/auto battler set aboard a remote offshore oil rig where all communication mysteriously ceased weeks ago. A military reconnaissance team was sent to investigate. They never returned.
https://pixelarmygames.itch.io/miles-deep

Lead a squad of soldiers through rusting workshops, flooded corridors, and forgotten industrial depths as you battle twisted workers, monstrous sea-born horrors, and towering bosses. Recruit new classes, unlock powerful skills, and watch your team fight automatically while you focus on building the perfect squad.

Inspired by the simplicity of classic JRPGs and the atmosphere of 90s survival horror, Miles Deep is a compact, replayable adventure that rewards smart progression and careful planning.
Features
CREDITS:
Game Design, Programming & Art Marcelo Colonia https://marcelocolonia.ie
Voice Generation Soldier voice lines were generated using Piper, an open-source offline text-to-speech engine by Rhasspy. https://github.com/rhasspy/piper
Music & Sound Effects Music and additional audio assets provided by Zapsplat. https://www.zapsplat.com
Scene Transitions Uses the Godot Modular Transitions addon by Binbun. https://binbun3d.itch.io/godot-modular-transitions
Icons Most icons provided by Free Game Assets.3.
YES! I was finally able to complete the game after a dozen attempts!
It's a very interesting concept—you're trapped in this maze along with a bizarre creature, and you need to find a way to kill it for good while fending off its attacks.
I really dig the aesthetics. Eerie background music and pixelated visuals make for a "dreamy" experience while you rush through narrow corridors in an attempt to survive. The controls are quite janky but I believe it matches the late 90s/early 2000s experience they have created. Zipping through corridors like Master Chief would've ruined the experience.
It's a short game and well worth the experience. Well done devs!
Really cool idea. Honestly I haven't played anything so addicting since slay the spire.
HOWEVER, this needs more playtesting. RNG is too dominant, imo. If no decent affixes show up it's basically impossible to beat queen bee.
The way I see it, if I don't get a single hollow/heavy by 6th floor best to just start over. Two rare blue dice are mandatory against that boss.
Also, I find the way enemy damage is represented a bit confusing... What does weak and strong attack translate to? I swear one red square sometimes hits for 2 damage, sometimes 3. Is it supposed to be a range amount? If not, having the exact amount show on the red square would improve UX a great deal.
All in all I'm looking forward to spending hours playing this game. Wishlisted!