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Thanks, I appreciate your feedback!
I already started working on some of the things you mentioned, mainly on the visual feedback of attack ranges and the directional commitment but Im also working on the depth sorting as its one of the things I left behind on the Jam that I feel limited the current level design.

Originally, I had included a "Block" action (the animation remains in the Jam version when pressing X), which was also intended to function as a "Wait" action. However, once I added NPCs, I changed the key to interact with them and forgot I could use another key as"Select" or even assign "Start/Enter" for that.

In the long run, I would love to make it more roguelikeish or work on a similar project with fewer Jam constraints and procedural generation elements.