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The enemy and environment art was serviceable enough, and the combat was sufficiently deep for a game of this length - which damage skill was the right one definitely at least seemed to change from enemy to enemy. Optional combat created an interesting bit of decision-making - if you were to develop this further, it might be worth adding coin stashes guarded by traps instead of combat to deepen this decision.

Upgrading only at fountains is an interesting mechanic, although in my playthrough something strange happened to the first fountain. I also wasn't quite clear on what all the stats actually did - or, more specifically, what the 'cloak' stat did. The occasional off-grid bit of the maze felt weird, but didn't hurt the overall feel too much.

I recorded my playthrough, if you would like to watch it:

(1 edit) (+1)

Thanks for the feedback!
Unfortunately, I didn't have enough time to introduce the description for each stat and skill.
The "cloak" is the "magic resistance" of the player to reduce magi damage from mages.
Fountains sometimes get buggy, one reason could be if you input the movement while in the dialogue it saves it and performs it after the dialogue destroying the interaction collision.
There are also a couple of secret rooms with gold inside, a little reward to help with upgrades and incentivize exploration.
Thanks for the Gameplay video and hope you liked it besides the problems!