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Thanks for combat tutorial, it was really helpful! After spending some time playing it I kind of understood how it works in terms of risk-reward and started to form strategy on top of that. At first items and dungeon was confusing, but, again, after spending a bit of time I figured out that CBT seems to reveal tile ‘type’ on the map, while avoidance allowed you to skip facing a memory (which is super useful). I didn’t figured out mindfulness though, maybe it was revealing different dungeon tiles?

I had a couple of technical issues with your game though. First is that macOS will block dylib loading, but that can be fixed (if you trust that particular dylib enough) with xattr command. Second one was that I’ve lost control over ‘wasd’ buttons because I’ve accidentally switched my keyboard layout to cyrillic, which was confusing and I had to restart the game for it to work (I figured that out only while writing this review).

Nice touch in the end with a song :)

Another thing I had problems with is that you can accidentally press ‘w’ and ‘s’ after facing a memory and that will move you in the dungeon (maybe I was trying to play too fast?). And having ‘s’ to turn you around was confusing at first, but it was fine after I get used to it.

Overall I might say that your game surprised me quite a lot: plenty to explore, nice risk-reward battle system. I can see myself playing it again :)

Yer review gives me lots of useful information.

One, it DOES work on a mac, with some special steps that I was unaware of.

Two, you figured out CBT, but not Mindfulness.

Three, my game is not compatible with cyrillic keyboards. I won't be fixing this, especially now that I've learned that there are variations on that as well.

I'll have to look back on the notes about movement post-judgement period. The "going too quicky" thing I will definitely take a look at.  The "S turns you around" I mainly consider part of the player expectations for dungeon crawler controls, which has a bit of variety to it, and really because I design for D-Pad is why it works the way that it does.

(For example, there is NO value in strafing in my game).

Thanks for playing.

Yeah, I understood that ‘s’ turns around after a couple of times and paying attention to the directions. It might’ve been a bit quicker to understand if I would notice the direction indicator at the top of the screen sooner and payed attention.