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(+1)

Such a unique and interesting idea! As a fan of roguelikes I was intrigued from the start, and was excited to dive in deeper.

As is often the case with roguelikes, however, the controls can become unwieldy. I would suggest streamlining this as much as possible. I spent most of my time looking at the tiny text on the screen trying to figure out how to do what I wanted to do, and wished I could spend more time just playing. It also seemed strange to me that I had to be at least one tile away from the enemies in order to use my abilities. I guess all philosophers are ranged attackers, huh? ;)

Anyway, I'd love to see a version of this with more straightforward controls.

(+1)

Thanks!

I forgot to do something about the dissonance between standard roguelike melee combat and only having ranged abilities, I probably should have done something about that.

Also, I was hoping that having the contextual stuff show up in the corner would alleviate the control complexity a bit, but I probably should have put more time into the control scheme.

I think something that I missed was the "bullet hell" element in your design, which makes the ranged attacking more necessary. I was definitely just trying to adhere to your average RL combat method, so that's my bad for not full understanding the game's structure. In any case, I'd love to know if this gets anymore updates.