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(+1)

"The sapling grows into a tall[...]and die unafraid."

Damn is this polished !! 

I love everything about the game. First thing first, it's super fun to play. Your game from last year was great, and as this is basically the same with a great combat system instead of automatic combat it was even better. Spending your XP is very interesting too, it's very rare that you don't have several cool different abilities you can choose to spend your XP on. Choosing between two new characters is always an interesting decision to make too. Finally I love gaining XP for exploring (rather than all after combat). 

I like these visual asset packs to begin with but you make awesome use of them. The game sounds great too. The writing is pretty cool too. It's very atmospheric (as are the other parts of the game),  all of it, from the papers from the hidden doors to the comments of the characters, which feel appropriate. Also there's a cat, which is a plus. There's some extra cool technical features that are not always a given like manual saving.

There was an extra hilarious part during my playthrough, as I reloaded my game exactly one, near the beginning, to preserve a dead character and when I got back he left basically where he had died.

This game is amazing, thanks for sharing.

(+1)

Thanks for playing, and glad you liked it!

I think compared to last year the dungeon design suffered a bit - I spent so much (well needed) time on the combat and combat balance that some of the floors were a little weak or uninteresting (at least, for me, although it's hard to tell when exploring your own levels ^_^).  Although, I guess there was more variety than last year (mostly because I'd balanced 5 tiers of encounters, so, darn it, there was going to be 5 floors! ;)

Glad you loved the XP from exploring, I mostly did that because I loved the stuff the writer was making so much, it seemed a good way to encourage finding, if not reading, it =).

Hah, awesome bad luck with the reload timing.  In practice, the fully leveled characters are the ones that leave and "tier up", so not too surprising it happened to one you didn't want to lose =).

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Ah that makes sense (about the character).

I agree with you about the dungeon, I liked that the player was thrown into a very open dungeon with different connexions between the floors last year and had to find by themselves the next sequence(s) their current party was able to deal with at the moment (I died a lot and liked that, this time I never did). I guess you were also more craving for money than you're craving for XP here, making rewards for finding hidden doors or completing a sequence more relevant and satisfying.  I'm undecided about clues for illusionary walls in general but maybe this kind of dungeon where you're looking for hidden places where they would fill the map is more fun without clues? I'm not sure. On another hand satisfying fights can go a long way to making a dungeon pleasant to explore.

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I'm mixed on illusionary walls - for people well versed in the genre, they're kind of fun, especially in a well-made, tightly-packed dungeon where the empty spots on the map can clue you in to where they might be.  For people not well versed in the genre (my first two people I watched play it), even with really strong hinting they just don't ever find any of them, or even really think to stop and look, so I think it's maybe something best lest out of the genre if we want a larger audience to enjoy it... I also made the mistake of requiring an illusionary wall to progress at one point, and even with the newly edited, giant crack down the middle, sprites, some people can't find it ^_^.