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(+1)

Hello kcfos, I played your game on Wednesday. I think you have a very good tutorial, because I quickly grasped the game as a new player. I played as the hobo simply because that was the character I saw most progress posts with. In my run I got the thing that teleports you randomly from time to time. I did not run into any bugs with that. I mainly played with a mouse without using the number keys, so there were few times when I would accidentally move my character instead of using at item in the hotbar. I very rarely rotated the camera, but it is nice. For the simplicity of the movement I mainly played in top down view.

I expected the game to be more open, but instead I pretty much just kept moving in one direction. It's not bad, just different to what I imagined, or maybe that was just the sort of map I got.

It's a solid game as it is. I think it being a roguelike is going to require a lot of variety in perks, and loot, but I am sure you know that and it's something you are working on.

Thanks for playing!

I have my own dogma on true open world games, I think in many cases if you're playing the game optimally (which permadeath greatly encourages) there is one location to go to that is the best option out of all the rest, usually the least dangerous. In DCSS, even though that game has branching paths, I always go in a mostly similar path (Dungeon->Lair->Swamp->Depths,etc). Perhaps in another game I'll try to make an open world where the location you choose to go in is a truly interesting choice.

I think there does need to be more perks, I'd like to introduce more archetype focused perks, like mutation-build, food-build, candy-build, etc.

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I think it is fine to have not optimal paths, because finding the most optimal ones is part of the fun. Some people also like to play not the most optimal way, because they like challenge, creativity, or just randomness.

Different builds sound interesting