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Really solid!

So, it's an interesting concept that mostly delivers, and I think I might go back and replay one of the other characters if time permits, as I want to get a feel for whether some of my nitpicks are specific to Hrld or just the overall design.

Pros:

  1. A very unique mechanic (and I know a little about those!)
  2. On there's a risk/reward feel that can be pretty engaging, especially at the beginning
  3. Choices! (even if it's just which boss you fight)
  4. Difficulty is fair and seems reasonably tuned, with some caveats below

Cons

  1. No scaling of random fights (or maybe quantity per troop but not new encounters? hard to say)
  2. Enemies with MP damage abilities are exponentially more deadly than those without (unless you have unlimited stock of Potion + Coffee like I did toward the end) - could be a Harold character issue due to limited MP
  3. Illusion of choice in some respects - the minibosses are kind of different and one was substantially weaker than the others from what I saw, but not enough to really impact one's approach to gameplay
  4. In the latter half the fights become a bit of a slog and basically just further pad your Potion stack (I had 14 potions, 12 coffees and 6 Magic waters starting the main fight)

Overall, very fun, and even my critiques are just things that could be better, not stuff that's bad. I could see this becoming a full project or being further explored in future jams to enhance the mechanics.

(+1)

Thanks for the review, Moogle! I do encourage you to play again with a different character - things are balanced in such a way that the challenge is different with each character. As for enemy scaling, perhaps in a future update I could make the troops change after each boss is defeated. Something I might play around with when there isn’t a jam deadline looming. I might also fine-tune the MP-damaging enemies since they are a little more punishing than I’d like.

Thanks again for the feedback, and I’m glad you enjoyed this game!