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(+2)

I liked the idea, but in practice it felt strange. On my first respec, I got the axe (arguably the best) with killer stats (all high teens), which was so OP, then I respec-ed and got the sword (easily the worst) with trashy stats. It would have been cool if you could improve the stats by hand, but thinking about it, then it'd just be any other roguelite. Good on you though for trying something new, and you did really frickin good creating such a deep roguelite in two days. Seriously no clue how you pulled off the multiple stats, weapons and enemies, I've seen games made in months with the same (or worse) depth. So good job cramming all of that in!

(1 edit) (+1)

thank you! I was considering allowing respecting and if there were a few things I could change, one would be balancing the weapons more, and changing their stats up to make it so low strength had the fastest weapon with better hit boxes. The Skeletons are a bit broken and the secret to making multiple enemies is simple: make 1 enemy that is super simple (zombie) then alter the movement (ghost) then alter the range (skeletons). This allows you to have many AI with the same template. Good for adding depth fast! I know the balancing is wonk, I didnt get time to rework the stats to be more balanced and the movement needs a bit of tweaking as well. Thanks for your kind words! I also couldn't have done it without my Artist Draosey. He did a great job and helped encourage me to push the game.