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Great UI aesthetic, great feel overall. Love the Etrian Odyssey influence with the automap and random encounter danger meter, those things are so so nice to have (getting tired of blindly navigating mazes without landmarks). I also think gaining stats from treasure chests is a clever way to keep the scope more focused for the jam.

The battle system seems really well fleshed out (I like the cooldown-based moves especially). Battles can take a while, but it makes those skills that lower defense and whatnot feel more calculative and useful. In many games I never actually use every skill I’m given, as some often seem to be in there just to make up the numbers, but I actually see some design intent here to make battles into more of an optimizable puzzle rather than a grind. It is on the easy side, so I could see not needing to use them effectively, but for a jam game I think the balance is right.

Some nitpicks/suggestions: Light up the art for the enemy the cursor is pointing at. (I noticed I was setting a visual order in my head and then selecting based on which one I saw my characters hitting in the previous round.) Could also be helpful to show active debuffs on an enemy (unless you want to force the player to track that themselves), as well as having a turn counter. Oh, and the screenshake when you bump a wall is a good touch but it shakes a bit too aggressively, haha.

Great game!

Thanks for playing! Nice of you to spot some similarities with Etrian Odyssey (I even went as far as to replicate the picnic event), I wanted to have some relentless enemy chasing you in the dungeon, but I cut it due to lack of time, as well as the targeting highlight, as you pointed.

You're the second person telling me about the shake on wall, I really love it personally, but I might disable it/reduce it done in a game I want to make in the future.