Oh God what a time sink, lol. I don't have much experience with this type of games so I don't know how much of it is original, but it was above average fun for a jam game, with a nice mystical atmosphere as well. It took a few deaths to figure out that combat wasn't turn-based but it became quite fun when I did. My only critique is perhaps that one-button mechanic isn't a perfect fit for path-choosing as the bar just stops when it goes all the way to the right, but I understand you probably lacked time to polish that part.
Thank you for the feedback, I'm glad you liked my game!
The cursor not resetting is actually an intentional feature. I did consider making it loop back around at first, but I found that the risk of overshooting adds tension and forces the player to think carefully before pressing the button, which aligns with the point of the game.
This mechanic also adds depth to combat. It makes the player have to decide whether to play offensively and risking overshooting the dodge for the next enemy attack and leaving themselves vulnerable, or play defensively, prioritizing dodging but potentially missing attack opportunities. Similarly, spellcasting requires precision and control to avoid overshooting key inputs.
I found that the linear movement gives the one-button mechanic purpose, elevating it beyond just being a stand-in for mouse clicking.
Comments
Oh God what a time sink, lol. I don't have much experience with this type of games so I don't know how much of it is original, but it was above average fun for a jam game, with a nice mystical atmosphere as well. It took a few deaths to figure out that combat wasn't turn-based but it became quite fun when I did. My only critique is perhaps that one-button mechanic isn't a perfect fit for path-choosing as the bar just stops when it goes all the way to the right, but I understand you probably lacked time to polish that part.
Thank you for the feedback, I'm glad you liked my game!
The cursor not resetting is actually an intentional feature. I did consider making it loop back around at first, but I found that the risk of overshooting adds tension and forces the player to think carefully before pressing the button, which aligns with the point of the game.
This mechanic also adds depth to combat. It makes the player have to decide whether to play offensively and risking overshooting the dodge for the next enemy attack and leaving themselves vulnerable, or play defensively, prioritizing dodging but potentially missing attack opportunities. Similarly, spellcasting requires precision and control to avoid overshooting key inputs.
I found that the linear movement gives the one-button mechanic purpose, elevating it beyond just being a stand-in for mouse clicking.
This was not what I was expecting in a one button jam, the fight mechanic reminded me of Undertale. I will definitely return to playing this game.
Thank you! I'm glad to hear you'll return to this game!
There will be more.
Love The Cycling UI, perfect for 1-Button Theme.
Simple nice roguelike game, little overwhelming with all the options but fun once you get to understand it, good job c: