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Are you using boilerplate UI? Your presentation needs an overhaul. I open up the game and the first thing I notice is I can't use a mouse to select, then that the options menu is ordered with q and w instead of left and right. I start the game and am assaulted with a bunch of disembodied icons, press right and am assaulted with more icons and controls of things I don't know. I start a dungeon and press arrow keys 3 times while icons shift around randomly and apparently I have cleared it? And then there is a bar draining and I just mash up with no idea of what I'm doing until I win. 

After that I go back and find the tutorial was not the default selection. Then I play it and... it's actually fun. Props for the adaptive music, too. The normal dungeon is still a bit janky, though,  and there are still way too many things I don't understand after the tutorial.

Thanks for playing. Your review on the tutorial is important as I will use it to project the player into normal gameplay, but with less options available. I'm still working on the main core of the game and the associated systems and I understand it's messy. As for the interface unfortunately, there's almost no chance I'll get it to work with a mouse. My focus is to find a good way to unlock content progressively, make the replaying of the dungeon fun. Once I get that I'll make sure everything can be clear enough to be played with a controller or a keyboard.

One goal is also to add a glossary/lexicon once you unlock the gameplay options, so the player has the choice to either go blind or watch what it does (inspired bu Spelunky).