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I unlocked everything and got pretty far into the dungeon before getting orced. The start of the game was hectic and there was a lot to process and little time. After lamp oil upgrades the time wasn't a factor but now it was food. It took me a few runs to learn what each item was but some were still unclear. I think you should start lamp time at a minute and have the upgrades increase it by a little less like 10 seconds. I actually enjoy the upgrade system and it works nicely apart from slight balance issues. For the information thing, I think it would be nice if it required two clicks to do anything, but on the first click it tells you what the item/action is and the second click confirms it, similar to escaping but in a way to present information to the player. Overall cool and fastpaced adventure game that has some neat mechanics inlaid in its gameplay loop. What do you plan on adding next?

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Hello, thanks a lot for playing! Hectic is the recurrent impression so far lol.

Balance is all over the place indeed, could not find the time to wrap it up for this build.
I don't think pressing 2 times would suit the speed and reactivity I aim, but it's an interesting remark, I'll maybe present the question in the future depending on how it goes.

There's clearly a lack of comprehension too detrimental to the game. My initial idea was to use that top-right box to both act as a "journal" for the journey, and a reference for the player to understand what he just did. But it's too incomplete so far to be useful, and suffers from the fast start and bad readability. Your comment makes me think of a some pop-up boxes I could add on the Action buttons. I'll have to fight with my mind to find the best middle ground between initial ideas and what's best for the game.

For what is next so far, I'm brainstorming from all the reviews I got including yours now. So far I'm juggling with :
- Easier introduction to the game (visual tutorials or progressively harder dungeons)
- Cleaner and faster to read HUD
- Change of game scope/vision (includes ideas like light lore/story, ditching mass collectathon for stages progression and medium collectathon)

Things I ideally want to introduce are a bit more background GFX for immersion, more combat options, more heroes to play. I'm also not against a total art pass, currently experimenting something but that's my field.

Again, thanks for your post, looking forward testing your submission in the coming week.

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Sounds good, look forward to more!