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I got to floor 26, where a very hardy skeleton got me.

I like the simplicity of it. Each floor is very short, so it encourages "playing just one more floor". 

I like the minimalistic and geometric shape designs of the sprites. The graphics are clear, and the enemy sprites were designed well such that I had a vague idea as to what their abilities were when encountering them for the first time. It was a good choice that you can see the windup for attacks occurring. I found this useful when I wanted to dodge attacks or line up enemies for piercing attacks.

There was initial confusion as to how you are supposed to attack (it's on a timer). Some text at the start can alleviate this small issue.  I was contemplating asking for some sort of timer bar to see when one of my attacks will fire off, but as I accumulated more abilities and quickly gotten used to the timings, I realised that would result in a messy and distracting screen.

I like that there's an upgrade after each floor. Combined with the relatively short floors, you can immediately intuit the potential power that you can amass should you survive for a while.

I'm not sure how many floor designs there are, but you quickly start to see repeats. On one hand, it feel monotonous. On the other hand, any form of predictability helps with planning ahead in roguelikes.

I'm not sure what the coins are for. Were there plans for coin-related abilities or vendor/breather floors where things could be purchased e.g. health refills, more rerolls, difficulty modifiers?

Overall, it feels well polished, and is simple yet fun to play.