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(+2)

Fantastic game. Seriously, when I got to the end I was craving for more (especially since I had gotten a really good setup that run before I got slapped at the end). 

The general vibe of it is nice, and it doesn't feel too difficult once you get a feel for the strategy of the game. I'm surprised by how fun it was considering how much is in the game itself.

Out of all of the game elements, I would say the weakest one is running away. I think it's in part due to how running away from combat inherently has a negative consequence of you getting nothing. Combine that with the fact that you are likely to take a bunch of damage while trying to escape, choosing to fight just feels like the better option every time (Excluding enemies where you can't fight them and are forced to run away). This is especially so since you can get an item that makes the next combat encounter easier.

Also, something to keep in mind is shops and currency. I didn't run into the issue too often, but sometimes I'd end up with boatloads of money with no way to spend it since I kept getting into combat encounters rather than shop encounters. It's not so bad now, but I'm not sure if the same could be said if/when the game gets expanded. Just something to keep in mind.

Overall, fantastic demo! Really excited to see where you end up going with it and I wish you the best of luck!

(+2)

Thanks a lot for playing and for your detailed feedback! The escape mechanic is designed to be used as a "last resort", for example, when the enemy is about to deliver a lethal hit. Currently, I'm not a fan of a strategy solely based on avoiding combat, which is why it's disadvantageous. Additionally, there are specific enemies where escape is the only option. As for the "currency and shop" issue, it's definitely something I noticed during testing, I'll work on balancing it better in the upcoming versions!

(+2)

Fair enough! Makes sense that escape remains a last-ditch attempt to not die rather than a reliable option. In hindsight, I can't recall any rogue-like game where avoiding combat all-together was ever a viable strategy. Most of the time you either get stuck in a situation where you MUST defeat the foe/foes in the area before moving on, or the game punishes you for doing escaping (like how retreating in Darkest Dungeon causes stress on all the party members). Thank you for the response!

Also, if you have the time, I'm curious if you drew inspiration from any particular game. 

(+3)

Hey, love your game and am excited to see updates! One way I’ve seen this fixed is having the relative frequency of events become more common the longer it’s been since they’ve occurred, resetting once they occur. This allows it to stay probabilistic but more consistent overall.

(+3)

You're right! Changing the percentages over time, based on the events that occur, is definitely something I'm considering!