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(1 edit) (+1)

This is great! Simple yet quite intriguing.

  • Tutorial says I have to go to the Temple to gather components. I've never been to a Temple, yet collected two. Guess that last enemy in the area drops a component?
  • It is quite hard to understand what I am choosing after meditating/reading. I do not mean the upgrade itself - that is quite clear and predictable. But when the game ask me "path is unchanged, do you want to remain" - I have absolutely no idea what I am choosing
  • Spell that increases Ruby Mastery temporary persists from one battle to another, don't know how intentional that is
  • Got one-shot by a mage at full HP and shields in the third region (direct HP damage, left shields intact). Guess it's not a big deal since I get to keep all my stats and improvements, and I'm probably not supposed to complete the whole game in one go.
  • Kinda hard to remember which spell does which, especially when longer spells kick in
  • Getting new spells and buffs feels pleasantly OP

Anyway, a really interesting retro game that definitely has its own style.

Good Luck!

(+1)

Hey, thank you so much for taking the time to leave a detailed review!

I really appreciate you taking the time to make so far into the game. You've made some really good observations that I will be implementing into the next few and likely final updates for the game.


  • For the tutorial, I definitely forgot to mention in the tutorial that the 3rd enemy (aka the Boss) also drops an item, but they only drop one and it's always the same for each boss.
  • The "path is unchanged" text is a leftover from a previous idea I had (I was originally going for a more poetic atmosphere, but that idea was mostly scrapped for time saving purposes). Rewriting all of the text for the game is one of my main priorities for the next update.
  • That's definitely a bug. I can't let the player beat the game that easily haha
  • I know exactly which enemy you're referring to because he one-shots me often too and I almost changed it, but I decided to keep him that way to force players to level up their resilience and fortitude (because almost no one does). Also, the reason why this happens in the first place is because I gave that particular enemy casts a spell that allows it to occasionally bypass shields and deal 50% of it's usual damage as direct damage. And this enemy happens to deal 16 damage  whereas the player's base health is  8.
  • I'm planning to include an in-game spellbook that will allow the player to see all of their unlocked spells and their casting requirements.
  • I'm glad that you had fun with the spells and buffs! I wanted them to feel significant but not game breaking. Especially since the enemies also have access to many of them as well.

I'm really pleased to see that you enjoyed the game and I hope you'll come back to check out the final product.

Good luck to you as well!