Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

I love the cute graphics and the combat was unique and interesting. I really like the battle animation where you and the enemy fight dust cloud. I was a bit confused what "Spell" did, though. A place where you list our spells and what they do would be nice (unless I missed that).

Overall, I absolutely loved the roguelike feel, and the fact you don't hold our hand. There aren't enough challenging games out there. Just throw me into the world and force me to figure it out as I go. I liked that!

My only feedback:

  • The music is great at first... but it got really repetitive. You plan to add other tracks? Or maybe it switches up from time-to-time?
  • The opening story is nice for the first time, but each new game it would be nice if we could skip that.

That's it. I think you have a great game here and looking forward to playing more!!

(+1)

Thanks a lot for playing and for the feedback!

Yeah it's an early build so a lot of things are WIP, including music. There are different tunes in each area though.

The "Spell" is just another type of attack, it's not supposed to have you select any actual spell from a different menu. I did think about it but it would probably be deterrent and detrimental for the player and break the "action" part of battles to select a spell from a new menu every time. While "Pummel" is a physical attack based on your Strength stat, "Spell" is a magical attack based on your Magic power stat. Some monsters are resistant, or even immune, to physical attacks, like the Crabs on the beach or the Rocks in the cave. That's where Spell comes in handy! There are also attack items that can be found and used with various effects, like 10 HP of damage guaranteed regardless of the enemies strength and weakess (so it'd be more like different spells I guess). Based on more player feedback I may add an extra tutorial when entering the first battle to explain all this.

As for the Roguelike aspect, yeah, I like not holding the player's hand so they start exploring and figuring things out by themselves! My only concern is that you're talking about starting a new game several times, as in different "runs" each time? Is that what you were referring to? If so I should probably explain things better, then: It's more of an RPG, so a longer adventure that doesn't require new runs each time. But you do need to manage your Turn Points throughout. The game does autosave after the introduction and every time you enter a new map (not the screen-based transition though, an actual new area). You can also save manually any time from the main menu. So you wouldn't have had to repeat the intro ^^; My bad for not explaining that well, I guess I should add an icon or message when the game is auto-saving so players are  aware they don't have to start from scratch.

Thanks again!

PixelSlop