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(2 edits) (+2)

Thanks! There are buffs for your attack power (which is hidden from you because I didn't know where to display it) and max HP but they're pretty rare and don't have a major impact (since leveling also raises them). Health just became the most important currency so I hyper focused  on it (which is also why the heal spells exist).

The UI could definitely use some work, and I agree it's a pain to not know anything about monsters before you attack. I also kind of struggled with the transition from roguelike back to wordle, and killing every enemy was the best I could come up with. The main problem is I couldn't think of a way to have the roguelike portion influence the wordle portion because I basically just copied wordle, which doesn't require any outside influence since it's already a fully functional game.

A decent iteration would be to not straight up rip off worlde and come up with something that would benefit from some action in roguelike mode, but that's a lot of work! In the current version something like having the maze have an exit as an alternate to killing every enemy would probably be satisfying enough?

(+1)

perhaps you can provide a hint after killing an enemy or remove a random wrong letter? of course the better bonus will be on a harder path, so player can choose to fight easy or hard boss depend on their current hp - as long as they got to the end point they can turn back to guess word mode, I feel like bonus should be dropped from monster instead of lying around.