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This is so much fun! The combat has a really unique flavor to it. The art style is simple but really charming, clear, and cohesive. I really appreciate the design symmetry: how friendly fire is a thing, how traps work on enemies, how enemies seem to use the same skills the player can use.

I only played for an hour and didn't see anything, but the mages, thieves, and goblins were all fun to fight against. The enemies without tells are a little more meh. Taking damage from stuff like rats and bats that just run into you felt a little more awkward and random, it would be cool if they had a 1 frame windup animation too. 

There are some changes I'd suggest but they might be too big given that you're planning on releasing later this year. Given the robustness of the loot system, and all the abilities tied to enemies, I feel like strict classes are working against you here. It would be cool if you could mix and match stuff more. You could also generate adventurer based enemies with more variety by mixing skills around like this. 

I'm also not sure if the perma-death is the best inclusion given that levels seem static. It would be cool if there was a mode where you could keep your dude but maybe have to start over from a uncommonly spaced checkpoints. It's interesting that you keep all your floors unlocked but starting from the beginning felt necessary with a fresh character anyway. 

Had lots of fun, will definitely wishlist this and pick it up when it comes out! 

Thank you for playing!
>rats
They have a few attack preparation frames (when the rat raises its tail before attacking).
>batbirds
Those don't have any preparation frames and are a bit random, but they are weak enemies overall, and you can get used to them, also they have a decent waking up window (~0.83 sec) when they are vulnerable, and won't dodge your attacks or bite you at all.
>strict classes are working against you
Yeah, I see it being a thing, but I plan to add more classes and make subclasses later. For example, Rogue - Assassin (quick kills, critical hits), and Outlaw (more evasive and elusive, more stealthy), Firestarter - Pyromancer (more about burns), and Incinerator (bursty damage). Also, subclasses will have different third skills (ultimates?) and might alter a bit other skills.
>You could also generate adventurer based enemies
Absolutely yes, I have this in my plans, at least you'll meet your rival clan dudes from time to time, as a pseudo PVP.
>I'm also not sure if the perma-death is the best inclusion
You have options to save your life and/or dropped loot, you'll even unlock an ambulance (costs with crystal currency) eventually. So you always have options to cancel permadeath, but with the cost - bet hero's life on random or pay with crystals for sure, spend gold to heal traumas. Traumas might appear when you survive after defeat, body resistance affects trauma chances.
>It's interesting that you keep all your floors unlocked but starting from the beginning felt necessary with a fresh character anyway.
Tower Attendant NPC (near the Tower entrance) sells you Tower Upgrades, there you can buy the right to hire more experienced dudes from your clan (higher starting level, have starter gear).
>Had lots of fun, will definitely wishlist this and pick it up when it comes out!
Thanks a lot! Glad you enjoyed it :D