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I see you’ve managed to get a lot of systems working which is impressive, equipment, turn-based combat with skills and many stats, multiple targets, traps/hazards, minimap, etc. Plus some story bits. Certainly more than I did, so well done there.

The difficulty seems plausibly well-tuned. I died early but I can see getting a lot further by running from large groups of enemies and only levelling on smaller ones.

The first impression in play is a low FoV and some muddy upscaled textures directly blocking your whole sight when facing a wall, which is something I would try to address in the future. I noticed can also move two steps at the same time / diagonally by pressing the keys together, not sure if that’s a problem but it feels a bit too floaty for my liking.

The combat button confirmations are a bit unintuitive/tedious to click through.

Thanks for the great feedback. Yeah I was kinda in a hurry 6 minutes remaining, so polishing was out of the questions. Prolly a lot of bugs and other stuff got left. Had to cut 70% of the content I wanted there. 

Yeah as you said most textures are as low as 32x32 due to time issues. Largest ones scale to 128x128. Aim would be to get them all to 128x128. Also most of the inventory item graphics were made in last 20 minutes. 

For the difficulty running is often the best option but fleeing combat causes stress. Stress can make some nasty things happen. 

For the movement I was going to add instant movement option for the options but sadly no time and forgot. 

For combat its unfinished. I could remove the ready button or make it optional (if that is what you meant) to get the confirmation out but sometimes when playing Wizardry combat like games I make a mistake in one of the commands or in the last command and it instantly goes to turn processing. So I wanted to have a ready check to make sure I have the right commands, that why I also added the commands in text and icons.

Thanks for the great feedback. If I take this game further I will surely taek heed of your advice.