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(+1)

I really liked the core mechanic, seeing enemy moves ahead of time and planning around them certainly gives the player a feeling of badassery which I can get behind. I also enjoyed the visuals - the enemy designs were quite intriguing and had satisfying animations and effects. The environment was also really nice, albeit simple.

All this being said, there are always places to improve. My main point of contention is that the game is either too easy or too difficult (or both!) What I mean by this is, I tried to use my memory and adapt my plans around enemies moves - but found it really hard to store much info in my head (this is the bit I feel is too hard). So instead I relied on making a lot of guesses and sticking to general turn based stats, which worked out OK! (this is where things are perhaps too easy?) 

Basically what I'm trying to say is that the game is complex, which I like, but it has so many moving parts that I almost don't get to enjoy them because I'm falling back on general rules for combat. 

Overall though, really good work - my kind of thing :)

(+1)

Thanks for the critique! It's pretty thought out, and makes a lot of sense. We agree that it seems to work better at smaller scales, where it doesn't feel overwhelming to keep track of what's going on.
We also originally planned more UI elements and abilities that made it easier to keep track of what's going on, but time constraints led us to limit the scope.

Glad you enjoyed it anyways!