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(1 edit)

Such a perfect gem of a game! The tile sprites are excellent, and I'm impressed by how you've created such variety in items and monsters with such simple game mechanics. A few suggestions:

  • The merchant isn't accepting my golden tusk for the shapeshifter quest - maybe a bug?
  • What if instead of click and drag, you click once to pick up and again to put down an item? Then you could also allow clicking to swap an item with another of the same size (e.g. armor).
  • Would it add any interesting dynamics if some monster attacks were proportional to their HP, like the PC's weapons?
  • The ending was a bit anticlimactic - maybe add one last extra-tough monster guarding the dragon?
  • Am I right that there's currently no way to store items? What if you allowed placing items back into a chest in addition to taking them out?
  • On the second floor of the asylum at the very top you can look down onto the first floor, and you see a giant spider there even if it's dead. That confused me - I thought it was some other room I hadn't visited.
  • The font felt like a mismatch for the pixel art. Maybe steal an idea from Moonring and use a blockier font? Or even just one with slightly wider letters?
  • In the Catacombs the two ghosts near the dying knight are only present if I've come up from underground (I think) - if I leave and return they're gone. Is that intentional?
  • Could you mark creatures as friendly or hostile before I walk up to them, so I don't have to be afraid of friendly NPCs in unfamiliar places?

Wow! What a great set of feedback, very appreciated.

  • There should be a very specific shapeshifter that drops a specific golden tusk. It's definitely our miss that it's not distinguishable though.
  • You can actually right click on an item to move them around. But swap is something we're missing for sure. No real explanation for it, just we wanted wrap things up and move onto the next project so swap was considered non-essential. 
  • Yeah, we talked about it. But we felt the calculations might be too much for an auto-battler. There are also a lot of mobs, which makes deciding whether to attack a monster a chore.
  • Agreed; we also talked about the ending a bit. Again, we just wanted to wrap things up - it was a 2 weeks project turned 4 months and we wanted to start a new project.
  • Correct there are no way to store items; its a deliberate design choice - there are loads of powerful items in the game and we'd like the player to choose what to keep.
  • Wow good observation! Yeah the asylum thing is just a visual trick. There is no conditional programming.
  • I will let our UX designer know
  • It's intended, but not how you imagined. If your mind is too low, you'll get a debuff called Fractured Mind. You'll be able to see ghosts and special NPCs when you're in this state.
  • All characters are marked. Hover over them with your mouse and you'll see tags like NPC or ENEMY

Hopefully I've answered all of your questions!