Unfortunately, packing this game as a downloadable isn't as simple... I want to do it, need to set some time aside.
slashie
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Thanks for pointing it out! I just added the README and the license file :)
Also, thank you for playing; I'm glad you enjoyed your time. Frustration for getting lost is a common concern and this seems another case where I should have caved-in to the obvious and add some navigation help... maybe at least a compass if not a minimap.
Thank you for playing!
Yeah, I think I could add some feedback when player is teleported to avoid confusion, both sound effect and some message :D
Running from fights is a good strategy, but you can't always do it so gotta be careful to prevent being cornered!
I fixed the perspective issue a bit in the improved version, thanks for pointing that out!
Thank you for sticking to the end, wow that was a close call!
The improved version addresses a little bit about strategy: in short, you should dance around a bit to avoid being hit, instead of just bashing the enemies and receiving hits (but it's hard to communicate that!)
There's also a single way to recover health, but you shouldn't really rely on it (rather try to avoid damage on each run and hope a little bit of luck is in your side :))
Thank you for playing!
> I found the combat a nothing-y, maybe I missed something, but I just hit forward until I won and never felt any danger?
It's a bit simplistic, but I think it works pretty well when you are forced to maneuver around the room and try to avoid being hit; I possibly erred on the "easy" side in the last balancing touch, so that people could experience the game (maybe if you had had 1/3 of hit points, you cannot just bash your way to victory)
> My experience was also that it was very easy to get lost, I wish there was just one more tile of “render distance”, or more variety in the areas, because I took my a lot longer than I care to admit to realise the start looped.
I'm a bit torn on this part since I did want people to feel weirdly lost, but I agree one more tile of viewing distance, and adding more things to each area would have improved the experience definitively.
Congratulations and thank for you sticking through it and finishing the game! :)
> Not sure whether this is just a matter of taste but I didn't love that you can't know when there's a door behind the tile next to you,
Not sure I got this one, you mean like in one of the walls in front of you, but left or right, you cannot see if there's a door? Or you mean at the tiles left or right of you?
> the cooldown-based combat overall works in the context of the game but it's still a bit slow and not super exciting the rare times you really need to engage with it to death.
Yeah, I think it works when you can maneuver around, but if you are pushed against a wall, it's a bit underwhelming probably.
> It's slightly off-topic but that's also the first opportunity I have to thank you for everything you're bringing to the gaming community,
Thank you <3 <3