I wanted to spend a lot more time on the combat, but I ended up having to work on a lot of other things to get the game to a finished state. Turns out it's hard to build an RPG during a jam, lol.
Pyrious
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Got it. I completely didn't notice the treasure chests the first time I played. In my mind I guess they were an obstacle to avoid like the driftwood. There should probably be some indication that the treasure chests are good and you want to bump into them, like a glow effect or an animation, or something.
Thanks! The performance issue isn't just you, the web build's performance degraded as I finished up the map at the end of the jam, because everything in the world is loaded at once. I couldn't figure out how to upload native builds in addition to the web build on itch.io, but I'll do that when the voting period ends.
Cool concept, with a good balance of risk and reward. Unfortunately the game becomes grindy, as you can only deal a little chip damage to the spawners per mushroom, and mushroom drops are rng per slime, and then every once in a while you have to roundtrip all the way to the bottom of the map to restore HP.

