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(+1)

I really like how the game is shaping up! Anyway, some quick feedback...

You should be able to rest before the end of a positive effect.

Random classes are very nice but you can't read class/trait descriptions midgame. Also, unable to change difficulty.

IMO the game's main weakness remains the amount of backtracking / empty areas and the sluggish movement. Still very fun and interesting though!

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Thank you for your valuable feedback! 

I agree with your points and I'll look into them.

About backtracking, the way I progress through the game I don't really have to backtrack at all because of the shortcuts to different areas so I'd like to know what specifically is the problem with that. Or maybe I'm just skipping things like not going to merchants until I return to the hub. I'm aware there's a longer section in the game (around 14 floors) until you return to the hub so maybe you mean that because there you'd have to backtrack a lot to return. I've been planning some sort of fast travel or traveling mechanism to go from specific points to the hub easily back and forth, but haven't figured out yet exact details.

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Backtracking is usually not an issue in most roquelikes because you can move blazingly fast through already visited parts. However in this game, when for instance there is a dead end after very long corridors, it can take a while to get back to the actual exploration... Nothing ever happens so that feels a bit like a waste of time (and oil!).

Maybe the maze algorithm could be more adapted to slow turn-based movements, or a control option could be available to speed up movement temporarily (at the player's risk.)

I'm not sure that a typical fast travel mechanism would fit the setting; nor would it be necessary if there are some cleverly placed shortcuts...

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Thank you, I agree with those. I'm not really happy with the dungeon generation either for the same reason. I'll need to look into that.