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Thanks for your feedback.

You did a lot actually I'm surprised you missed the key in the first dungeon. You have to push one of the blocks like the cauldron in the beginning tower if you played around with it.

Visuals are sort of final but anything that stands out to me I tend to change. And I plan to add more busywork tiles and get each screen less uniform at some point.

Movement delay is intentional that once you come to a full stop and want to attack behind you or something you don't get in their face. And attack delay goes away once you get the cup item from the tomb. Drop rates aren't final yet but was working ok enough so far, still need to make an adjustment to it but I want to keep it that way instead of magic bar or something. Items and spells are basic but I think they work, also you can combine them which makes it bit more interesting. And set piece bosses will not be hard, they're more of a visual change and to keep players guessing what might happen next.

Story wise I probably do need someone elses help or something both with dialogues and to convey what's going on. But yeah more events will happen later in the game and I want to redo the beginning of it.

I agree dungeons don't have much else than enemies until you get to boss right now, and it desperately needs the spawn point change on death inside dungeon. With the laser room all you need to do is attack around and find the enemies, but there's an item that's not in the game yet(although you can upgrade from menu sun icon thing if you haven't died) where you dash through the star spell and it turns into dust and shows invisible enemies that's around you. Although you didn't get the ring that makes you dash because it was in the hole of that diamond thing in the tent dungeon.

Thanks for playing and I'm glad you had fun!