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(1 edit)

I have to ask ... Are you the developer behind InfinityRPG?  I really like both this game and InfinityRPG.  There are certainly similarities, and also big differences between the two.

In Our Ascent I am maybe a third of the way through the third character Hina's map (I have completed the first two).  I can see that from one character to the next, the upgrades (both equipment effects and upgrades from boss points and stuff) get progressively ... weirder.  And harder to tell which ones you should use.  I may not have completed Stan's story if I hadn't figured out the value of an accessory that increases the number of battles by 3 (and making a second equipment set taking advantage of that).  I don't know if I'll complete Hina's story or not.

Of course I'm looking forward to seeing what comes next in this game!

...

I did manage to play through what's available now as four characters.  I never got royally stuck.

There are a lot of elements and design decisions here that I very much like.  The speed goals and number of battles goals are really cool, and so is the way the player gets rewarded for them.  When you've gotten stronger and kinda 'nail it' in the early parts of the run, it's fun to see like 15-20 new points after the run.  The subtle map layout differences from character to character are awesome.  And the character dialogue is really one of the highlights in the early going.  When I made a video, I started from the very beginning of the game to catch a bunch of the dialogue.

(+1)

I'm glad you're enjoying the game!

I am not the developer for InfinityRPG. InfinityRPG and this game were both inspired by a game called Inflation RPG. It was released 10 or so years ago and many games have come out using Inflation RPG's core roguelite mechanics.

Hina's introduces more interesting Equipment choices than Apolonia or Stan. You have more agency to choose how you want to build her. You can just use the most expensive Equipment if you don't want to think too hard about how to maximize her power. It'll be a bit slower, but still good enough to win.