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(+1)

I played this on the downloadable version yesterday, but Itch didn't let me post a comment for some reason. I will say that the web version is more convenient for trial purposes, but generally I strongly prefer to download games.

First, some bugs that are hopefully easy to fix but that detract a great deal from the gameplay experience:

 When I use mend wounds I get this error that likely resulted from an animation that was loaded using a script call or plugin function but not used in one of the engine's designated animation spots, resulting in it not being added to the list of animations included when [Remove unused assets] check is checked (this isn't exact, but should give a good place to start when trying to fix it)

This happened while out of battle:

Second a piece of specific gameplay feedback

In my gameplay, it seemed like whether or not an encounter is (mostly) safe boils down to one thing: Does the enemy deal more damage than mend wounds recovers? If yes, then I have to hope that I can deal enough damage to kill it before it kills me (which usually doesn't work). If no, then the optimal strategy is to spam mend wounds every turn* (with the important detail that it can crit and miss, which means luck is involved so its certainly not an airtight strategy) until I am at full health, and sometimes the gain of Mend Wounds is like 5 health higher than the damage taken so I sit there spamming the same move for a while which is quite boring

For actual feedback on how I feel about the game concept, I must say that I like it a lot! The idea of a rougelite RPG is very compelling, the dark atmosphere and edgy text feels dark-souls esc, and the randomized loot can make for some cool emergent gameplay with trying different strategies and unique setups based on whatever weapon skills I'm stuck with if those ever become more distinct (maybe they already are pretty different, I didn't see more than a few types of weapons since I didn't play too too much) along with some desperation when I get into tight spots. I will be excited to see if this game goes anywhere!

Thanks for playing and for the great feedback!

In regards to the errors:

In a bid to bring the file size down for browser play I was removing a lot of audio files that I thought weren't being used. I kept a backup so all I have to do is replace those files.

In regards to gameplay:

Combat definitely isn't fleshed out yet. I also find myself spamming mend wounds haha. The enemies base attacks will be made weaker I think as I will add special moves that will cause more trouble but be less frequent. Elemental weaknesses are also implemented but I haven't filled out the skills yet that will allow you to use element attacks. Skills gems are found throughout the levels that add random skills to your character so over multiple playthroughs you'll build up your abilities.

I want combat to feel desperate but not impossible at first, then over time you begin to feel more powerful. Which will definitely require more play testing.

I'm glad that you like the concept! I see why so many people make soulslikes, it's fun working within a dark atmosphere and trying to keep the mystery. The idea for the story is that more will be revealed as to your creation and purpose the more times you are defeated. NPCs unlock when you reach a certain number of defeats. For now they just perform their roles (shop, special items, bank etc.) but when I'm done they will have unique dialogue that reveals the story as you progress.

I am a bit time poor so progress on this will be slow but I hope you'll stick around for any updates! Thanks again for playing 😁

One small piece of feedback that I remembered, but I think it would be cool if you could use Caestus skills while weaponless, since that logically makes sense to me and would also make my hypothetical fists-only playthrough more interesting. I do know that working with NULL weapon can be a pain though, and also that that might take a little bit away from the powerlessness of lacking equipment, so it's alright if it doesn't happen.

I'm glad to be of assistance with the errors and also glad that the combat will be more fleshed out in due time. I will be sure to check back every once in a while to see how this is going! Thanks for the downloadable version as well.

A no equipment run probably isn't possible as hit% is tied to weapons and stats are also mainly boosted by equipping a weapon. I did want that when I first started making the game because I find that kind of thing a fun optional challenge but yeah the I've made the equipment work won't allow it. Also pummel is a pretty broken skill at the moment so not sure I want easy access to that haha.

My next goal is to have a polished demo with everything in place to play through the first 2 stages. So keep an eye out!

(+1)

Just FYI I've added a downloadable version back with some minor updates!