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Beat it once, I think (it said I would continue with the current character sans gold, but I didn't actually get to do that).


I like the current Log-scale health bar system.  If there was a numeric version I would probably use that instead because of the tactical advantage, but I prefer the current system because learning to guess the remaining health based on the shown bars is fun.  It would also be cool if the base for the log graph itself increased each bar so that higher bars are increasingly unresponsive, so then you could have an enemy where fully half its health is hidden is a sliver of a health bar and it looks like you aren't making progress until you push through and then you only have another 50% hp to deal or so.  I wouldn't want a sliver of health to be more than 50% of max hp, though, or it would be less fun, so maybe base should asymptotically approach some finite limit?

I like the routing aspect of the game, and I hope that remains a focus in future versions.  Stat allocation and equipment selection is okay, but routing is the main strategic element I enjoy.


It's a little weird that you can keep playing if you switch to an equipment set with more encounters after using the last one fast enough, but will die if you take too long clicking.  I see that a pop-up dialogue like when in the equipment menu might feel bad, but what if you automatically switched to a loadout with more ep left if one exists when you run out?

The continuing feature will be implemented in the future! There will be more Zones to explore in addition to the Glades, and this is where you'll be able to use everything you've gained.

It would also be cool if the base for the log graph itself increased each bar so that higher bars are increasingly unresponsive

It's an interesting idea, but I'm afraid very few people would use it. I'm glad you like what the game currently has though!

I like the routing aspect of the game, and I hope that remains a focus in future versions.

It will! In fact, I'd like to make it more complex. The reason that it is fairly simple in this first Zone is because I didn't want to overwhelm the player with too many choices. But once they understand how things work, as they will in future Zones, I can adopt a more exploratory "open world adventure" approach to map design.

It's a little weird that you can keep playing if you switch to an equipment set with more encounters after using the last one fast enough, but will die if you take too long clicking.

I'm not sure what the quoted text means. Where would you die if you take too long to click? If you end an encounter and have no EP remaining, the run should end with no option to swap loadouts. I think I am misunderstanding something. 

Although I don't understand that, I understand the solution, and I think that is a cool idea! I will add it.

Maybe I am misremembering but I thought I went to 0 EP and before the animation played I switched loadouts so I had more than 0 ep (possibly I opened the inventory and manually equipped an item, though) and then I could keep playing just fine, and I did that a couple times but I also failed to do it several times so I gave up on it as a plan.

(2 edits)

When you swap to a loadout that would put your EP at 0 or below while on the Overworld, a warning shows up telling you to swap loadouts . If you then swap loadouts to something with more than 0 EP, that warning disappears.

If swap to a loadout that would put your EP at 0 or below while a menu is open, your Remaining EP will flash and say you have 0 EP. If you try to close the menu at this point, it will show you the warning. If you swap before trying to close the menu, everything will play as normal.

In every use case, the game is designed to make sure you don't accidentally end your run by swapping to the wrong loadout. Of course, there could be a bug, but I haven't heard of any problems with this feature until now. Let me know if you run into something like that again, and you think it's a bug. I'll be sure to fix it!