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(+1)

This is an interesting idea for a roguelike + jrpg style fusion.  It has a cool atmosphere, and really slick ui, with good exploration and puzzles where inspecting the world really mattered.  It did take me abit to realize I wasnt intended to fight the enemies really before getting the hidden sword.  I like this style of energy based combat, and I like that examining doesnt take a turn, though I think running out of energy is really punishing ie wait to attack ratio is 2:3 (without mana spikes active).  Will there be a way to see what attack the enemy will be performing next?  I think that will be really useful for when defend only lasts 1 turn, otherwise its basically just causing both of you to lose energy.  I think its a really good foundation that I'd like to see where you take it.  There's tons of cool possibilities for abilities and puzzles.  I did have one slight bug where after sparing a prisoner and looting it, I then killed it and the message for "the monster is still breathing" popped up immediately after. It was correctly saying they were dead after reexamining. 

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Good job on defeating the prisoner first things first.

It's possible to defeat the prisoner even without the hidden sword but yeah you'll be very low on mana.

I decide to change the cost of defend and how it works and also the basic attack no longer consumes mana.

Intresting idea to see what attack the enemy would perform next, i'll look into it.

I think i may have fixed that bug in the version i'm working on but i'll have to check again these days to be sure.

I'm glad you enjoyed my game in it's early stage ,i'll make sure to make it even better.

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That could be a nice change, especially if there are multiple battles in a row.  The first time I beat a prisoner, I didnt realize my mana was still empty and I just died lol.  

Also I posted the correct version of my game's standalone build now.