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Thank you for taking your time playing our game, but also for the kind words! Hearing that the moment is nice makes we warm inside, so thank you! 

You also provide great feedback on the problems we do have and we would love to fix it all if we could! 

What do you think would fit a real release for the game? Making it more of a roguelike, or more like a zelda dungeon? 

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Hey Douglas,

sry for being late, as I wrote to Jona's reply, I was on vacation.

Thanks for the reply I look forward to a "real release" for sure. Really enjoyed it so far and I am glad if my feedback helps somehow!


To your question: in my opinion, I would enjoy a real puzzle-platformer with handcrafted big open rooms and a linear storyline way more then roguelike-mechanics. First of all there are way too much roguelike/roguelite titles out right now and almost all of them have the problem of being either very empty and bland or the rooms get to similar / to much reused very fast.

So I guess I would like to prefer the "Zelda"(Or maybe even Metroid)-Approach. Combat seems to be not the focus anyway, so there would be way more room for errors than it would be with roguelike-mechanics. And as I originally wrote, I had a very awesome "Prince of Persia" feel when running through expecially the big open room in the end and I would love to have more of that. So not very combat but very movement-orientated. You nailed that in this version of the game already and it was perfect for me. I dodged most of the enemies, they were merely moving obstacles to me.

So in my mind, it would be a semi-linear experience with big open puzzle-rooms, upgrades here and there that make you backtrack to some rooms to find new challenges and progress further. A playtime of 5-6 hours or so and definitively no permadeath or anything like that. Also no insta-kill traps so you don't have to repeat a big section over and over again over a misstimed jump. Much like portal but with your set of features and not the ones of Portal ;-) (Oh and also Mod-Support, hehe)