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(2 edits) (+1)

Finally, a rogue-like I like!

Combat are a bit confusing (old version, I don’t know if it changed).

I like the way the map looks. Nice retro-3D looking.

I think it’s going the right direction.

(+1)

Thank you! :)

Combat is, unfortunately, still a bit (significantly) confusing due to the absence of tutorial which is my horrible flaw. The biggest issue is absence of visual feedback that Player has performed the attack and can evade safely. But this is a prototype version after all…

So the main logic is that the character can attack and make a step back just in time to avoid monster’s attack (red/green/blue slimes). This way when getting into the rhythm player can avoid any damage very often. If too many enemies are around a dodge roll is usually safer as it gets away from danger quicker, but it uses vigor, so it’s not always an option to do it too often.

In future it’ll be changed a bit, and higher level characters will be faster in combat (which may determine it’s outcome completely). But in the current version it’s simple: Hit, retreat, hit, retreat.