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The randomized jobs and abilities were pretty funny, but I had absolutely no idea what any of the attacks or defenses did. I did like how the battles went to the battle screen, and after I won my first battle, the defeated opponent offered to join us. Sure!

Graphics were super slow for a text-based game. High points for being very roguelike and having a unique combat system, less some points because I just had no idea what was going on in those battles and the super slow refresh speed.

Thanks for the review. The game is definitely very confusing and painfully slow at the moment. One thing worth mentioning is that pathfinding can randomly lag it even more due to your partner spawning somewhere the game finds hard to path, so it's possible that you got an ultra slow load, but even if not, it is just an impressively slow program due to a menagerie of reasons I know about, all of which are my fault. If you look in the map code (roguemap and map_scene), you will be able to see some of the reasons why it is slow, and you will possibly feel a little angry with me for writing it that way. In my defence, I wrote that code for a project with an endless map with the intention of optimizing it later, and the reason it's not currently optimized is that the lag doesn't annoy me personally as much as the absence of such critical planned features as poetry-based gameplay, career-ending injuries, fetch-quests, and abandonment by your team.

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I could never be angry at someone who is so clearly outstanding in his field :-)