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This is a pretty good setup for a roguelike! In true roguelike fashion, it's nice how there's linear progression, randomisation to keep things unpredictable, and objects are persistent across levels and put players at a relative advantage or disadvantage as they progress. I thought the monster that sucks you in was cool, but it felt like more monsters and direct combat that balance the player's management of resources over the game could really reinforce the roguelike vibe. Great work on this one - I hope you can flesh out some of the mechanics even more! 

Thank you! That was a really in-depth and helpful reply, and I'm glad you enjoyed it. If it gets decent recognition, maybe it'll be worth fleshing out.