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(1 edit) (+2)

Cute little RPG (?) Roguelike (?) Hydlide clone (???). I like the "turn-based" system there, though it has its faults. I found that the best way to deal with most enemies was to open the door and attack the enemies with the knife as they walked through the doorway single-file. It was pretty consistent, but not a super fun way to approach the combat.

Also, it was really hard to tell what some of the potions and spells did. There was a golden staff weapon that seemed to do abysmal damage and only work at 1 range. The game didn't let me bring Reimu with me at all-- it just defaulted to Aya every time. And I still have no idea what the hourglass R-key thing does Apparently it skips a turn, but walking into a wall just does the same thing. Maybe it's more useful than it seems, though I'll have to play the game again to know. I'm not gonna do that now, because like some others, I got softlocked upon getting to Remilia. The cutscene played, and then the stage went black and I couldn't move. Pretty sad, as I was looking forward to the bossfight.

Nice writing too, though it often feels a little long-winded. You mention that you were trying to make this like a visual novel, but I think a bit more presentational flair would help. The fact that you can see the gameplay while the characters are talking, as well as the story stuff being automatically skipped after your first time reading, makes it all feel a lot less important. I think having a skip dialogue button (or if there is one, telling the player what it is) would help.

Like Aeon said, it was hard to tell what the enemy ranges were, and I didn't even notice that some enemies could heal others until reading the other comments. And yeah, there could've been a lot less enemies in the SDM. It got pretty repetitive, and the gameplay became more about how many health potions would show up in chests than much skill or strategy.

In short, 'twas likable yet unpolished.

(+1)

Thanks for your feedbacks

The game was indeed a roguelike, sticking to the more “traditional” definition of it

Gameplay wise, you are able to get information about the items by hovering the item slots with your mouse The hourglass is indeed the same thing as walking in a wall but we were thinking it would be better to also just have a button for that (especially if there is no wall next to you)

For the Remilia bug yeah, it’s a pretty annoying one that we didn’t catch while making the final build, especially since it blocks the ability to view the endings

For the VN part there is indeed a skip button (left shift) but 1. it skips all text even if you didn’t read them 2. text you already read shouldn’t be displayed

About the others points, I totally agree with you but I think we saw a bit too big for this jam and the time near the deadline where we should have been polishing stuffs was spent adding the remaining features and fixing critical bugs