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(+1)

I really enjoyed this. The combat system is great, it has huge potential, reminds me of Fallout a bit. Never seen another roguelike do it like this and now I wonder why, do you know of any?

  • Options! I just need a sound slider at least please.
  • Would be nice if enemies (maybe only some) would wander around
  • Getting poisoned feels as awful as it always does in RLs
  • Scroll to zoom
  • Having the skills assigned when you start the game would probably be good, at least for the demo
  • Keys to move?
  • Shift to see more info is nice
  • Are animations like attack planned? Just the two frame animations are already better than many other RLs though
  • I'd like to be able to look at what a weapon's skills (I know you can see the skills) do without having to equip it first
  • Shield block seems incredibly strong, but I suspect it wouldn't be that simple later
  • The window still says Created with Gamemaker
  • Can lure enemies like the ladybug to kill allies, very nice
  • Being able to attack diagonally next to walls but not walk is a bit odd, not sure if it matters though
  • A way to also scroll the map would be nice
  • Sometimes when walking out of range of the goblins range while they're attacking the attack indicator stays on the ground, walking back into range they toss a stone:
  • Goblins can toss stones through walls? That's just evil. I didn't finish it though because I got annoyed by the goblins tossing stones through walls. I'd be with it if it was magic but it literally says Stonetoss heh.

It feels pretty polished already, the UI is really nice like the eye slowly closing and being able to walk by clicking on the map. I expect great things from you in the future.

Thanks for trying it out! Glad you liked it. Main sources of inspiration have in fact been Fallout and Live A Live, so I'm happy to read that some of their DNA is present in the game.

I'll try to respond to all your feedback! If I skip a point just assume I'm adding it to my backlog of tasks.

Options! I just need a sound slider at least please.

Sure! Next demo will have a proper title screen with Options and all that stuff. I just didn't have enough time before DD to implement it. ^^u

Would be nice if enemies (maybe only some) would wander around

Indeed! I'd like to implement some sort of stealth system, maybe by using invisibility scrolls, smoke bombs or some skills that let you go unnoticed. Having the enemies being able to move around or even patrol would add a lot to that.

Keys to move?

Yes, numpad keys are a must, and I'm also considering arrow keys + some key held down for diagonals.

Are animations like attack planned? Just the two frame animations are already better than many other RLs though

No. I'm planning to have the player sprite reflect the equipment you have equipped at that moment. If I had to animate all that that would be way too much work, specially for someone who's really bad at drawing.

I'd like to be able to look at what a weapon's skills (I know you can see the skills) do without having to equip it first

That'll be displayed when you inspect an item, by right clicking it to open the context menu and selecting inspect. That window, which still has to be implemented, will also show some extra info on enemies, like which status effects / passive effects they have and some more stuff.

Shield block seems incredibly strong, but I suspect it wouldn't be that simple later

I'm considering putting a cool down on some skills to avoid abuse. Or maybe adding some unblockable attacks, I still have to think more about it.

About the goblins: I noticed the AI might be bugged when it comes to targeting the player with stones, since they don't seem to check if they are in range before doing so. Should be an esay fix, so I hope they are a bit less annoying on the next demo.

So yeah, thanks again for all your feedback and the time you put into playing the game! See ya!

(+1)
No. I'm planning to have the player sprite reflect the equipment you have equipped at that moment. If I had to animate all that that would be way too much work, specially for someone who's really bad at drawing.

Understandable. I hope you keep the two framed animations though, gives it a lot more life.

I'm considering putting a cool down on some skills to avoid abuse. Or maybe adding some unblockable attacks, I still have to think more about it.

Something you could try is have skills increase in AP cost if you use them too much in close succession. For example if you use shield block it'd cost 2 AP to use again for a few turns. Could increase and decay differently for skills too, like increase 0.25 every time you use it but won't actually cost more til you reach a whole number, etc. Just an idea, might not need to punish using the same skills at all with clever enemy design instead.