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(+1)

Not exactly challenging. The feeling is more of a battle of attrition. The length of the dungeon and only one enemy type makes the journey feel like a slog, and impatience makes me try to kill the enemy faster, which gives them the chance to get into their attack animation, which often dodges my attack for unclear reasons. Similarly, impatience makes me feel like trying to actually sneak through, but it's literally impossible to do so in most generated rooms. And since the enemy patterns are so precisely tuned to the initial weapon lengths, the game is essentially over with the purchase of the King's hammer, which gives the reach necessary to ignore their attacks (maybe the spear does it too, I skipped over that upgrade after the hammer was a disappointing sidegrade). Until then, the most viable strategy is to very slowly pull each enemy one by one. At least their behavior was predictable (outside of some fringe cases where they bounce off each other and so can start their next attack animation sooner than expected). I would have liked a somewhat more even spread of enemies and possibly larger rooms, to make sneaking a more viable tactic (right now a "stealth" playthrough is scrambling to the end with 90% of the dungeon guards trailing behind you). I think this game could at the very least add a risk reward element in which the player is allowed to bail out of the dungeon at each floor to keep what they've earned, but each floor provides better money.

Thank you for the thorough feedback! I agree with mostly everything you said.

The weapons were tweaked to give some semblance of progression, but everything except the sword and hammer is pretty much OP. The rooms are also supposed to scale in accordance with your gear (bigger/more enemies) but this was just thrown together and not play-tested and adjusted.

Again, thank you for playing through a good chunk of the game :-) . Your feedback is really valuable!