Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Brilliant job at balancing the encounters to always keep the player feeling like they're barely scraping by. The enemy uses more dangerous moves based on how low their HP is and how early in the act it is, right? It feels like if you get them down to a third of their health on floor 1, they start using very strong attacks that they normally keep for floor 4-5. Not sure I understand that correctly, but it works well. It keeps the tension up all the time.

Maybe the game could use bigger feedbacks, especially on attacks. You could make the slash sprite bigger and maybe display damage numbers as well. Make it pop, make it spectacular, I want a battle for the ages and explosions that don't fit the screen. Okay maybe I'm exaggerating a bit, but I think generous and spectacular sound and visual effects do a lot for a game's feeling.

Debuffs applied by the enemy might be a little too strong? Sometimes they feel like they just completely keep you from having an impact on the fight. I think sticking to percentage based effects on those would be better.  Also more generally, I would have wanted a little more control, I think situations where I just played what I could with the cards I got without making meaningful decisions happened a little too often. But other turns I had to make real unsolvable choices. I think is mostly due to the time limitation. 

 Also it's interesting to be playing as a succession of expandable minions. I only did two attempts, but it feels like there is something there to further explore, a nuance in how to behave as said character at said point in the act. It changes the way you think about your actions and I'm all for it.

PS: Ceiling fan skeleton my beloved <3 

 - Matt