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(1 edit) (+2)

I really liked this game.

After the first few fights, I was a little confused about the design of this game. At first glance, a turn-based game whose outcome is decided entirely by 50/50 chance makes me feel like the outcome of the game is basically decided for me.

But the mere presence of potions makes the game into an exploration game where you mitigate bad outcomes by exploring more (giving the player more power through their exploration). The more potions you find, the better prepared you are for the contingency of an unlucky series of flips (so a game that originally looked like turn-based RPG turns into a game about preparation). 

This is a long winded way of saying: when I saw the red enemy, I immediately knew that I'd need a ton of potions in case I got unlucky, which was a cool moment because it made me realize what this game was really about (as an aside, I bet on heads 5 times in a row and got tails 5 times in a row and died after chugging all of my potions haha).

Thanks for making this. I also really like the little effects for the coin toss and the 'enemy alert'. The map was also impressively intricate and big, it was really rewarding to find potions in hidden corners. I know most games look 'retro' in 64x64 resolution, but I think your game in particular nailed the retro aesthetic in a special way.

Awesome work!

edit: my comment was way too long so I cut it down a little

(+1)

Your comment has made my day, and you have understood the game exactly as I intended it to be played. The inspiration for this comes a lot from playing Final Fantasy 1 on NES, in that so much of the game is about that preparation, and the risk and reward between exploration and over extension. Thanks so much for the kind words, glad you enjoyed it!