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The enemy design and classes hint at a really interesting world. Good job here, I really think this is a strength of this game. I laughed out loud when I called the attacking tree a “Loser”.

The combat system seems to have a lot of options and thought put in to it. I like the idea of duo abilities. But unfortunately it is hard to understand what the abilities do, so I felt like I was mostly just choosing which ability to use randomly, rather than having interesting tactical choices. Putting in text for each ability which explains the mechanics would help a lot here - I suspect there is a fun combat system under the hood, but it is hidden away from the player.

The game is certainly dark and moody, and I like that, but maybe it is too dark, visually speaking.

I would like to revisit the game after some improvements are made to make it more accessible (understandable) for the player!

Thanks for the extensive feedback,

I don't know if we'll work further on the game, what is plausible is that we reuse the same system in another game, in which case with more time we'd definitely add an alternative mouse control with tool-tips, and then we would retroactively implement it in this game too.

Not certain we will though', the thing is that for bigger games I prefer bigger parties, and what I liked here with picking 3 among 4 is that every single combination (of 2 and 3) can have its own unique action, if you get to pick 7 among 12 or whatever (with also the possibility to use the same class more than once) it becomes impossible to fit every possible combination with a totally unique action so the purpose is a bit lost, it's not as cool.