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(+1)

Hi, thanks for such great feedback and for taking the time to really play my game! I had a lot of fun drawing the claw wizard sprite, though maybe made them a little bit overpowered in the game, probably also my favourite enemy though :)

As a few folks have pointed out, there are balancing issues here with the supply of gold, the enemies, sequence of events etc, it's the first thing on my to-do list so hopefully I'll be able to share an updated version soon that's improved in this regard - you're right it's meant to be a bit challenging but not flat out unfair.

I intended to add a 'use item' branch to the turn-based battles actions but simply ran out of time and energy, however it is certainly also on my to-do list for continuing the project.   

You are absolutely right, there are stats that need more of a useful purpose. I intended the 'faith' stat to power up holy attacks to use against undead enemies such as zombies etc, or to resist some status changes (in this build only poison is a thing). Dexterity I thought could be used to dodge or counter, as well as traps. Once again I simply ran out of time, but I'll be coming back to this in future builds for sure. 

Thank you also for your kind words on the atmosphere and style, this was something I really wanted to get right, so I'm feeling encouraged and stoked to keep going.

Best wishes and best of luck in your gamedev projects,

-Iain   

(+1)

Hey, I played your game following your #2 update and wanted to provide some further feedback and let you know about some bugs. 

Controls & UI

  • Walking continuously feels much smoother now—great improvement!
  • I was unable to click on the bomb to blow up a wall from the left side.  I also noticed after explosion (from the right side), the background image didn’t appear leaving a black square. 
  • It would be nice to review spells outside of battle, similar to stats and potions.
  • Adding the ability to click on the icon itself to close windows (in addition to the "X") would be a small quality of life improvement. 
  • The new Thralled Sage tips are excellent and really help players understand enemy strengths and weaknesses—great addition, or maybe I didn't read them properly the first time around!

Battle

  • Seeing enemy health is helpful, but I noticed enemies can end up with negative HP.
  • This meant when using the sap spell, I still received full health even when the enemy had less HP available.
  • Items make battles more dynamic, but they currently seem to have unlimited uses during fights.
  • The vortex spell’s description appears to match the mana sap spell—might be a small mix-up.
  • Some feedback for poison damage during battle would make it easier to track its effect.

Balance & Gameplay

  • The increased gold range is great but makes it easy to buy everything, reducing the impact of player choices.
  • Scaling the cost of stat increases based on current levels could counteract this. Maybe offering a choice of stat to increase too?
  • The lightning trap is currently always resistible due to starting with a toughness of 12.
  • Introducing randomized starting stats or class options could make builds more engaging and varied. 

I hope my feedback isn't too picky - I just really enjoyed playing it through again and I still think you've got the beginning of a great game here. Looking forward to seeing this develop further!

(+1)

Thanks for checking out my update, your feedback is very welcome - I was able to deal with a nasty bunch of bugs and oversights thanks to you spotting them! Starting stats or classes would be something I'd consider strongly when expanding the game further if that's the road I go down. It's also great to hear the new movement and sage tips are working nicely :)