Thank you so much!
starea
Creator of
Recent community posts
It's very easy to tell what's a mimic and what's a regular treasure chest (and mimics can't move, so you can simply ignore them). This is a rather "classic" roguelike game, with a traditional exploration phase, so both learning and difficulty are rather common and needed in the genre. And the Chieftain was not a bug: as shown in the game, there's a "threat bar" that gets charged by defeating enemies, and when it's full it starts a strong boss fight.
The whole game project is meant to be a roguelike with some difficulty, I tried my best to tag with the correct tags and genres in order to clearly state the game's genre. Some games are supposed to be very simple, like idle/casual games, some others are meant to be harder.
The game is still a prototype, so not fully done, but the main idea behind the game is that everytime you play a match, even if you lose, you gain resources based on the score, and use them in your "Camp" (work in progress) to unlock more stuff that helps, bit by bit, your goblins. That would be the meta progress for this roguelite project.
Also, more perks and new goblins will make the game even easier: right now the skill tree is not complete and there are just a few goblins. I've designed a few that stun and tank the human soldiers, but aren't in the game yet (they help a lot). Sorry if the game is still a bit unfair!
Yea the paladin's attack is a bit off, ideally I should fix its spiral logic. Some asset come my own library (such as the paladin), while some other asset (such as the UI, rats, icons) was made in the last day. Some stuff is a bit whacky but I've drew almost everything in 32x32 so it should feel alright.
Thanks a lot for playing!
Played for a while, got to 3-2 I believe: very fun game! Feels very polished as well.
A few notes from my gameplay:
- the enemies I've encountered were rather weak except the stealthy guys, game felt a bit too easy but that might be just me;
- the crystals/gems are a lot of fun: the fire wave, bear trap and poisonous spit felt very strong, however the melee ones were either too basic or kinda weak;
- I had ???? characters in my character's info, like its HP, EXP etc, got a screenshot;

What changed since last demo day:
- 3 new playable characters: Fallen Paladin which is similar to Diablo 2's paladin, No'Kra which is a melee warrior-type character with a rage system and the Void Hermit which is a gunner-type character;
- Many new mutations (power-ups): there are currently 20 unique mutations in the game;
- Game flow: each stage (biome) has an unique boss, and there are currently 4 levels total (1-1, 1-2, 1-3 and 3-1 which is the Desert, where the demo ends with an unkillable boss-fight);
- Music: each stage has an unique soundtrack;
- Much better effect when the player gets hits by damage;
- Video settings: fullscreen, screen-shake, FPS counter;
- A "death-recap" UI when the player dies, kinda WIP but there's something;
- Many fixes and improvements;
thanks for the feedback, yea I submitted very late this time.
I agree the UI feels cluttered at the moment, I need to slim it down, and fix the enemies getting stuck as well.
regarding the last point, it's honestly my first game ever so I'm simply focussing on making a game I enjoy playing (and making) instead of creating the next big hit.








