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I've tried to implement multi-tile entities in rougelikes before and am super impressed how well you pulled this off! The game is solid and I like the quest system. The combat is a little confusing, as I don't totally understand why some commands are available sometimes and not others, but it generally seemed to work out fine regardless. I did notice there's still a couple "Placeholder" NPCs in the entry room though.

The combat system is built around the idea of weapon movesets in action games, so continually attacking lets you perform more damaging attacks (stab 1 deals 1 damage, while stab 3 deals 3 damage) at the risk of potentially getting hit. There's also a sheathed / drawn state for the weapon, which is why you initially have a "draw attack". I had planned to have the character move faster when the weapon is sheathed, but I didn't get around to implementing it, so there's very little downside right now to keeping your weapon drawn.