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Thanks for the comment! We tried to strike a balance between consistency (typing as the main interaction with the world) and ease of use (you don't need to type walk or turn). Haha, puns are a blessing and a curse. Can't seem to help ourselves.

In terms of difficulty there was a few options we noted down. Word length and attack/defence timers were key ones, outside of enemy health and number of attacks. Early on we considered basing damage directly off how many letters were in the word you executed, even classes or weapons that specialised in different kinds of words! I think the place we landed feels good for the time we had, a mix of easy and harder words makes for a very RPG-like system where it feels like sometimes the enemy will land a critical hit, or the player may fumble etc. With more time I think it could get rather more nuanced...

Thanks again for giving it a go! :)