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thefrozenphantomofjustice

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A member registered Mar 06, 2020 · View creator page →

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I loved this one. The music and art are very polished. I played on normal difficulty first and did a second run on hard beat the game both times

Review

. Overall I liked how the game was difficult enough to make me think about my builds and how to actually accomplish my goals however there is one fatal flaw. Even on a hard mode I was able to stall indefinitely and build up actions up to the final boss. 

I actually felt that I was thinking harder on normal mode before I figured this out. once I got to hard mode the challenges felt more like a test of my patients at the start to just a grind extra actions and energy to kill everything in one turn. still the concept and everything else is solid whether it's a hard cap on your turns / energy or just making it mathematically impossible to go infinite on stall. if the stall problem was fixed I would probably buy this game on Steam. 

Also adding damage numbers when you get hit would be a nice addition 

Builds 

Demon lord  Curse of the Damned + Eclipsed moon 

Kale Undead Retaliation + Death guard 

Gallius  Death cry + Cursed Frenzy 


My strategy was to stall Curse of the damned 

To build up turns on the two Undead as well as enough energy to spam cursed frenzy to buff undead retaliation's damage so Kale could one shot everything.  Undead retaliation's description seems to imply that it only includes damage taken during the enemy's turn but it actually counts self damage from cursed frenzy as well

I love how the two Undead characters have this synergy. I wonder if it was intentional or just a coincidence?

Out of all the jam entries I've seen this is the one I would want to see an expansion of the most you all did a great job!

(1 edit)

Thanks for playing  

-Some of the elements are click or button only because I didn't have time to polish them if I had an extra day to play test I probably would have made it the first room not spawn anything until you press something 

-Yeah it frustrated me too that I wasn't able to stop the enemies from getting stuck on walls or from clumping up together. After beating my own entry (There's a boss on floor 11 although there's no proper end sequence) I think you're undervaluing comboing the enemies just a bit. Keep in mind that if you hit an enemy before their attack actually comes out you'll interrupt them. You can also step into enemy range or wait to dash just before they're attack hits you so they'll be stuck in recovery and you can punish them. I want to discourage the player from just hit and running them with long ranged attacks like stab or ball but understanding the limitations of both your moves and the enemies moves and judging when to go all in and when it's better to back off are skills I want that game to be built around.

-Yeah that's probably one of the most impactful missing features (Although technically on a bug since I didn't get to program it) You may have noticed that when you hit an enemy they're supposed to be knocked back. The problem is that when they get clumped up they end up stopping each other from flying back.

The two things I wanted to do to fix this were A: make it so when an enemy is knocked into another enemy their knockback is transferred so you can step in and launch the first enemy again with another attack 

B: Make enemies less aggressive so they don't get as clumped up. unfortunately I didn't have time for either

Although I'm fine with clumping up existing to punish the player for not being aggressive enough but I don't think it works well currently

 

I'm curious what the highest floor you reached was and if you have any combos you liked. I really like using slash>ball>dash for example