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Capturing is a unique mechanic for a dungeon crawler, but since we can't see their health or capture points, combat become experimental rather than tactical. Visuals are compatible with each other and also uniqe for the genre.

Thanks for the comment and taking the time to play our game. We wanted it to feel a little bit more trial and error, it was a deliberate decision not to include health and how close you are to being able to capture a critter. We did end up adding in that combat toast mechanic on the side to help the player understand what was going on with the combat, but maybe we should have added more aid.