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(+1)

Thank you for playing and for your feedback!

I have been torn over whether to include tutorial elements or to leave it up to the player to explore and figure things out on their own. I suppose I can make it feel more in line with the game world by having the healing statue beckon you over.

I want the NPCs to be somewhat cryptic not having to spell out what they can do for you but again I can rework the dialogue to still instruct you whilst still being in line with the tone of the game.

I don't want the traps to kill you so yeah you just remain on 1 health. But that is mostly because making the traps kill you within RPGmaker makes you game over and return to the title screen and I don't know a way around that yet.

Not sure if you noticed but the traps are marked by a crack in the ground. That's about as much as I want the player to know where they are. Once they figure that out they can avoid them.

Pathing for the enemies is placeholder for the moment as they do just walk in circles for now. I plan for them to move around the space a bit more organically. The idea is if you don't want to fight them you need to wait for an opportunity to pass them. You can still outrun them but that's hard to do.

Combat is still in its infancy, element weaknesses are meant to play a bigger role with unlocked skills having elements attached. I like the idea of combining skills so I may consider that. I'll tweak the heavy blow skill as it should be stronger than a basic attack.

If you played in your browser that slow animations are due to how the game loads in things only as they are used. Usually after the first time it will be normal speed. You can download the game instead of playing in browser to avoid this.

Thanks again for playing and for the extensive feedback! I hope you'll play again when I put out a polished demo.