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AMAZING art and character designs and palettes. Every frame of the game was so lovely, even when I was getting melted alive or bodied by archers. Loved the music and SFX too. I really love the fast-paced sort-of-real-time sort-of-turn-based roguelite-ish SRPG gameplay. The design choice of incentivizing taking your time (via being greedy and getting better upgrades) while simultaneously penalizing it through increasing lethal stage hazards the longer you take was well-thought-out and compelling.

I did encounter a few issues while playing (apologies for the wall of text; I figure it would potentially be helpful for bug testing):

I beat the game on my first try just running straight at enemies (probably got lucky) and picking max HP upgrades since they heal you a bit. When I clicked Retry after the successful escape screen, I still had my stats and gems from before (if this is intentional, I like it, but it would probably be good to be able to start a new game too) and wanted to make an OP greedy dragon. But when I picked the flight upgrade, it didn't do anything and I still couldn't move over the small lava tiles.

I also got softlocked by lava a few times (retrying a few times fixed it) and once I got softlocked because my dragon spawned at the bottom of a one-tile column in between the lava and the void, where the only way to the right was several tiles above me so I couldn't make it there in time. I don't remember how I fixed this actually but I did manage to progress after a bit. Probably game overing enough times.

I am not completely sure what the offense upgrade does as all the enemies seemed to die in one hit. I'm also not sure what the left click does since nothing seemed interactable while I was playing (don't underestimate how bad I am at games so these all could 100% be me).

All in all I played through several times (and game overed just as many times); there's something therapeutic about these bite-sized levels :) Great work!

This was extremely helpful; thank you. The softlock is something multiple people have mentioned before so im going to push that to top priority. Regarding the stats; its not intentional: they are supposed to be reset. I assume leaning into some kind of stat saving mechanic can improve replayability (altho it would make no sense lorewise).
The experience was focused on that vibe so im super glad you saw the potential in the game and you listed the bugs: we look forward in solving them once the voting period is over.

As always, thank you for playing!