I enjoyed playing this game, with the choice of actions being the highlight, and the lack of constraints (never forced into combat? never blocked by ravines or water?) a lesser feature. It would be very fun to complete a small campaign; if randomly generated these short campaigns (save a princess? revenge? collect gold to fund a goal?) could nicely conclude a play session. Another possible small improvement is just the name of a creature is a poor predictor of how reasonable it is to attack.
I only spent 5 minutes with this game, there may be more depth to it than I perceived.
Thanks. At the moment the game is really little more than a framework with only some minimal things filled in (so no, there probably isn't much more depth to it yet!). However, I'm very satisfied with the way that the framework has shaped up, so I'm going to be carrying on and turning it into something more play-worthy. I have some ideas...
Comments
I enjoyed playing this game, with the choice of actions being the highlight, and the lack of constraints (never forced into combat? never blocked by ravines or water?) a lesser feature. It would be very fun to complete a small campaign; if randomly generated these short campaigns (save a princess? revenge? collect gold to fund a goal?) could nicely conclude a play session. Another possible small improvement is just the name of a creature is a poor predictor of how reasonable it is to attack.
I only spent 5 minutes with this game, there may be more depth to it than I perceived.
Thanks. At the moment the game is really little more than a framework with only some minimal things filled in (so no, there probably isn't much more depth to it yet!). However, I'm very satisfied with the way that the framework has shaped up, so I'm going to be carrying on and turning it into something more play-worthy. I have some ideas...