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It took me about 20 serious attempts but now I can finally claim the word: Victorious!!! For some reason Xaskazien did not have max health but its fate was sealed anyway.

You did an awesome job with the dungeon (cavern?) generation, the kind that could only be achieved with years of fine-tuning. One small blemish would be the rare occurrence when you start a floor on a monster's tile, triggering a combat round. That just feels wrong so hopefully that's a bug and not intended!

QoL/idea: Toggleable "As long as it remains in your inventory" items. That can be highly desirable (Enchanted Arrows) and would blend well with certain effects and traps.

Already starting a new quest, the game is definitely a keeper!

Congratulations!  (Out of curiosity, what race/class/religion combo won it for you?)

Xaskazien could have been missing health from passing through dangerous terrain, falling in a pit, etc.

Immediate combats on descending should be quite rare, but aren't a bug.  It would be easy to put in a catch to ensure it doesn't happen, but I don't really see a reason to do that...  I like the possibility, at least.

Enchanted Arrows do exist!  (As do Armour Piercing Arrows).  They're not toggleable - if they're in your inventory and you're using a bow, they automatically take effect.

Best of luck with your next go around!  I'm about to dive into another playtest, myself

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I played as a Viean Centaur Archer. The challenge was just right for this kind of game. In other words, it was devilishly hard! Fortunately, Vie played a decisive role against Xaskazien's damaging spells. Also, I was lucky to find a very good bow and... enchanted arrows. What I meant earlier is, those special inventory items should be toggleable. Seriously, can you really afford to waste such a great effect to finish off a low HP monster? So I dropped them when overkill, which takes me back to the rather slow inventory management. I also had two different Halo items  but didn't know which one would activate first...

I really like how there exist some defensive tactics, items or skills against everything: hidden pits and traps, enemies blocking corridors, cursed scrolls or bad potions... pretty much everything except taking a hit from an unexpected monster and possibly being killed right after you descend! Unlike the other thousand causes of death the game can throw at you, this won't be the direct consequence of a move or action you CHOOSE to take. It's all about taking calculated risks, so IMO that goes against the perceived spirit of the game. That sure will bring unnecessary frustation, and doesn't seem to add anything interesting gameplay wise...

My next hero is already dead, strangled by Severed Hands while running away. Here comes his avenger!