On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(3 edits)


We need more games that look and play like something from the early 2000s. This game feels like something dug up from a BigFishGames archive.

CONTROLS/INTERACTIONS

I wish there was a way to play the game with mouse only. This type of tactics game seems like it should be able to be navigated with the mouse. Plus for some people it's more intuitive and faster to do everything with the mouse. Having keyboard shortcuts is great to have regardless.

For games like these I think it's better to have infinite move turns when out of combat (meaning a character gets infinite move commands within a single turn), instead of having to move him once and then being forced to switch to the next character because you didn't move far enough.

Not sure if intentional but it's good that the wait command is the default command. If you just spam left click it makes it easier to loop through characters.

The door interactions are nonsense but I'm guessing that's something that's there just as a temporary solution.

Not sure if something is supposed to happen when your party all dies but it just says "The adventurers have perished" and it freezes.

COMBAT

The combat is alright. The class roles are well thought-out to do different things and not have any unnecessary overlap in abilities. It's pretty standard for the genre. I hope it gets more interesting further on with the addition of more enemy variety and maybe more dungeon variety. It's fun to play but a little unintuitive in the beginning. It has a lot of juice because of the sound effects and the strike animation that plays. That's a nice touch.

More character abilities could make it more interesting but keeping a proper clean separation of skills can be a great way to handle it too. Right now it plays more like chess than something like XCOM and I like that.

Obviously there's a complete absence of progression in the game. I think combat is gonna benefit a lot from it once you get to implementing something like that.

CLASSES

I think the three classes could use some more distinction from one another because as it is right now a well-balanced party of all three classes is nice to control but some configurations like having 3 wizards are too op and unbalance the game. As it is right now the only must-have class is a wizard - without one, you're guaranteed to be exterminated -- lacking any of the other classes really doesn't affect things much, since even if all three of your wizards are bleeding out they can just spamheal each other infinitely.

An idea worth exploring more would be the unique species abilities -- maybe some species can move less in a turn but are more damage resistant etc.

BUGS/PROBLEMS

Very often the thing you want to target gets obstructed by a door and your pointer can't reach it. In some of those situations I think the camera couldn't be moved either. I think that clicking actually selects the correct target but mousing over it doesn't display it as a moused-over object in the little window.

A pretty common bug was that initiating an action very often put the point of origin of the pathfinding arrow at the position of a random fly. Not gamebreaking but worth mentioning.


Funny story but this is the second dungeon I got. 4 sectors of 1-3 rooms each completely disconnected from each other.  Deadlocked from beating it (unless wizards can warp across rooms or something).


Some things are pretty great for an early prototype -- the gameplay loop is solid; cool UI; liked the character sprites a lot; the sound effects are fitting; the music is fitting. I think there's a solid foundation here but it's very much just a prototype. Thank you for letting us play it this early though. It was fun.

Thanks for the detailed feedback! I appreciate it it.