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Ok, so first the criticism:

The premise is great, but there are essentially no decisions to make. I put the combat on auto after I got a few characters, as each of them had only one skill at the time, and I got around 30 characters so there was no reason to try to protect or heal anyone, as they were expendable and too many to keep track of.

Choosing paths wasn't really a challenge as well, shortcuts just dealt a bit of damage.

After finally reaching the first goal, I was expecting the game to reach a climax of sorts, but it was only 3 waves of enemies (30vs10 so no challenge) at that point I got bored.


Still, the experience is pretty polished considering the jam time (but please add a volume slider/mute button, the background track is super loud), and the idea is cool.

Suggestions:
I would show the player what the choice they are about to make lead to in advance, like taking an optional encounter to get a gear upgrade, or having to decide between getting a new party member, or healing the current party.

For the combat, I would bring the focus to less characters, with more skills to choose from.

I would also shorten the journey length, with more frequent challenges/boss fights.

Also, I would weight the randomness of the encounters giving it more structure (during my game I got like 10 "party join" events back to back)


After all of this, I would definitely like to see more from it in a future version!