Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I like the cutscenes that play when you interact with the statue, enter the dungeon, and defeat the dungeon boss. The premise is interesting and I do like the way enemies look during battle. The retry battle option is great especially for tougher enemies so at least I can try to retry the fight or run away which helps prevent me from being sent back to my last save. The NPC quests and NPCs that give items/spells good additions. They are useful and give some insight to the world. I also like weird hidden things like the heal slime with the different icon.

The maze seems pretty extensive for a first dungeon which made it a bit difficult to navigate. The repeating layouts made it really confusing. On the plus side this helps with leveling up and there's a a lot to discover, but it's a big maze for a first dungeon. Difficulty is very tough at the start, but after I captured a minotaur things became easier as well as learning when to run away rather than fight (especially for the oni). The final boss was a decent challenge with Harold being level 23 and my 3 demons being level 19-21. Also, I don't see an incentive to selling all my demons since a team seems more beneficial. Maybe selecting which demons to sell rather than selling them all would help.

Thank you so much for playing all the way and giving feedback. I made the first dungeon bigger to have more items put inside of it. It might be too big, but it's the second biggest dungeon floor in the game (The biggest can also be the final dungeon depending on what route you take). Most of the other dungeons have multiple layers or floors but the floors are smaller in size. But the demon selling only comes into play in the full/paid game where you can talk to wizard NPCs and pay them high amounts of money to get boss demons that you fought previously to become allies. So the final boss in the demo can be bought with gold in the next dungeon in the full game for example with all their skills and perks. I made the Oni harder to fight normally to force players to learn to easier escape or capture them, they have a multiplier to make them easier to escape from.

>Maybe selecting which demons to sell rather than selling them all would help.

It's mainly that way due to some RPGmaker's limitations with the base code and not allowing too many options on screen at once. Selling all demons at once was a way to make it easier. But I made it that boss demons that become allies through Wizards or demons got through special ways cannot be sold off in the main game, this made it so it's mostly demons you capture that can be sold and is mostly sold to get more powerful demons from NPCs. I should have had a way to showcase this in the demo, but that's why the mechanic is like that.

I'll take note of everything you stated and I'm glad you really enjoyed it.