I think you'll enjoy the 1.0.1 update with nav markers and additional QoL features, then. :)
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Please pay attention to the upper left corner of the screen -- the log contains not only combat-related messages, but the story messages as well. You'll hear a notification whenever you need to take a look to learn more about the controls / objectives / etc.
Thanks for sharing your thoughts. There's no ability to rebind controls -- these settings are leftovers from the standard Unity configuration.
The waiting mechanic was designed to allow the player to replenish energy in combat, but also rest in the dungeon while risking a random encounter. However, since random encounters never made it into the game due to lack of time, it ended up feeling like 'debug cheat' indeed.
As for the UI -- the visualization for attack types and targeting modes was cut to stay on schedule. Initially, you'd have a list of body parts of each target and their status and hit probability to figure out the best sequence of actions to deal with each enemy type.
This game has huge potential and nice presentation, and it's evident that a lot of work went into it, but it's too ambitious for a jam game and falls apart way too quickly due to the unskippable intro, very quiet VA, and barely-working combat.
I hope you'll keep working on it and realize your vision, but also make more focused games for future jams.
Seems interesting. The slapfights against zombies and skeletons were pretty amusing, and I like the subtle communication of where the traps are. I think the combat is slightly too abundant for this kind of game -- I wonder if it would work better if enemies were less frequent, but more dangerous. Overall, good effort.
Decent game, but the movement feels too slow, the steps feel too short and the perspective seems too narrow. That said, I think that a realtime crawler where you observe enemy movement and get a drop on them is an interesting idea and I'd like to see more of it. Keep at it!
Pretty nice and polished, I liked the humor and the way the shop is turned into a dungeon. What I didn't like: no 'run' button to make running back and forth less tedious, and slowdown in a few areas.
Impressive choice of color palettes, but the idea with 1-bit graphics feels undercooked -- for example, I can't use a firebolt spell to light the tunnel, and since it's too damn dark, it's hard to orient yourself when there's little to no signposting. If there was a third spell that would allow me to place a rune on the ground or something, the navigation would feel much better.
Interesting idea with spellcasting (reminds me of Arx Fatalis), but the game is too clunky and buggy at this point. That, and having to sit through a huge infodump and a tutorial video didn't feel good at all.