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(+1)

Very interesting and creative idea! I do feel like the ragequit feature shouldn’t have been tied to per-turn RNG, but to player deaths. I know I wouldn’t ragequit mid-boss fight unless I died, hahaha. Placing chest and enemies, but not deciding on their contents or stats before the player reaches them was a very good idea, and gives you a good chance to adjust difficulty on the fly!

Very good job!

Thanks for giving my game a try! 

Honestly, I do think a good game needs to have some form of RNG manipulation based on the player's performance, like Resident Evil which will drop more ammo if you are low, and fewer enemies if you keep dying. So, the Idea comes from there, and I don't want to make you just watch the player play too long, I want more interaction when it's the player's turn.

 About the rage quit mid-boss fight, let say the boss with max health is 999 your attack is 1 and you can't escape, the best part is the boss somehow also take forever to kill you, that is why I let the player tied to per-turn RNG.