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(+1)

Am I missing a menu or so, I don't find any option to save the game or buy stuff with my money?

With that out of the way, I played for half an hour or so (tutorial + five dungeon runs):

  • Very juicy main gameplay, feels good to quickly move through the dungeon. But I'm not sure the timelimit is actually needed. Timelimits generally put people off, and you can work with a positive reward for quick completion instead. For what it's worth, I mostly got killed by enemies anyway.
  • Is dodging random? Because I don't see the point against charged attacks? Let say the enemy charges once, dodging means on 1x (50% times 2x) damage, while attacking means you also do 1x damage but get 2x damage in return. Seems the same to me, even when not taking into account that the enemy can charge again. If you want to lean into the timelimit, it would make more sense that the enemies would have tells for which side you need to dodge to.
  • Levelling up seems too slow, especially early I'd prefer some quick levels to make it feel as if I'm making progress. I didn't level up once.
  • Framerates seem really low in the framerate display (often around 20 when loading new dungeons), but I only encountered noticeable slowdown when starting the fight with the ratking.
  • Finally, why is this in RPGMaker? You are shooting yourself in the foot. Just use Unity/Godot and make the game in that. I can't imagine the pain you are subjecting yourself to.

Thanks for playing and for the detailed review. Taking your experience seriously for the future of the game. Also let me answer to your points :

- There's indeed no main menu or save possibility in this version as there's no persistent items (apart from highest floor reached). Money can be used after beating the bosses every 5 floors. It offers the possibility to open a sort of shop menu, and it stops time

- Time limit is indeed an old concept but I'm very fond of the idea of constant stress and close calls until you can rest at checkpoints. I'll be able to tamper it with difficulty levels. Maybe I can include a no time limit mode when I'll work on that

- Dodging is picking a side (left or right), and the enemy attacks randomly left or right. So it's 50/50. I think it's useful when the enemy cumulates its charges (x2/x4/x6). When it reaches charge lvl 3, it will unleash the attack no matter what. When balanced, it should give the player the ability (in some cases) to either go for the kill (by using Spirit Charge), defend to take reduced damages, or gamble on a 50/50 dodge. I could do telegraphed enemy attacks though

- I find weird you did not level once (unless there's a bug). It should be 10 enemies of your player level to gain +1 lvl. I want the player to manage his floor level to find a cruise spot to farm xp, but let him fight lower/higher enemies if he wants to.

- I started in RPG Maker because at the time it was (and still is) the engine I knew the most. I'm not making things easy but I'm not sure I could manage the transition right now

I find weird you did not level once (unless there's a bug). It should be 10 enemies of your player level to gain +1 lvl. I want the player to manage his floor level to find a cruise spot to farm xp, but let him fight lower/higher enemies if he wants to.

I played it again today, and I figured out what happened. I had no idea that all your levels reset per dungeon run, and I always got killed before levelling up due to go to higher dungeons too quickly. Oops.

I started in RPG Maker because at the time it was (and still is) the engine I knew the most. I'm not making things easy but I'm not sure I could manage the transition right now

I think it depends on how much extra mechanics that aren't default to RPGMaker you want to implement. If you're fine with what you have right now (or a little more) it probably doesn't make sense to switch. But I can't imagine it being too hard to recreate this in Godot if you'd ever want to switch engines.

Anyways, good luck with the further development of the game!