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(+1)

It is a nice game and it feels very polished. Not sure how you got time to polish it like this, that usually takes weeks. 

The dungeons looked ok and traversed good, but they were not really engaging. This game is 90% about the combat so the dungeon is just a canvas to place it in because of the jam restrictions. However it is a more fair use of the dungeon than other games I have seen in this jam. There is some story sanity revival positions and cats etc. That said I really enjoyed the gameplay combat mechanics, it is a nice game to manage the numbers, and there is a lot of calculations going on once you figure out how the system works. The game got very hard in the end, but then very fast my low tier characters got replaced which evened it out. The final boss was a bit of a  anticlimax cause it died way to quickly. I had lots of spare xp but the way back to the assign area was to tedious so I went for the boss anyway. Boss died easier than some of the encounters leading up to it. Maybe have the last room before the boss be an upgrade room. I appreciate the variety of abilities of the characters, it made the thought process wider when thinking up a strategy of how to play. I felt a bit sad for losing some of them in combat. Not sure how I feel about this constant renewal. Think I would prefer to have them fixed and maybe able to revive them instead. Or some way of deliberately swapping them.

The dungeons felt very linear, I didn't have to backtrack anything I just kept going and reached the end. When the enemies attacks the player hp is reduced instantly but before the animation plays out, maybe have this happen at the actual animation hit instead. 

Not sure if this was implemented or not but its nice to have different enemy types use a different skill set and having that fixed. It felt like now the skill set was random as well as what sprite showed up for the enemy.

Anyway Nice entry!

Thanks for playing, and glad you liked it!

Yeah, the dungeons definitely needed some more love, but after polishing the combat, not much time was left, I just barely got in enough dungeon floors that the 5 levels of encounters I had (somewhat) balanced had a place to live ^_^.

Final boss probably could have been harder, although for the most part I was thinking of clearing the floor before as the "final boss", and defeating the actual boss was just triggering the narrative ending, but I guess that just felt like a bit of a let-down.  I really didn't want a party wipe and people to have to re-do the final floor though, if they got that far, as it was already getting long =).

As for backtracking to level up, you may not have noticed you can click on the map to move to where you've already explored, makes getting back to Solitude painless.

I'm also not sure on the constant renewal, had the endless stream of replacement adventurers not been our primary "endless" theme idea, I probably would have done something more traditional there, though I did like being forced to use different skills at times.  I think if I were to expand this into a fuller game, it would treat character replacements similar to equipment - you find someone new and decide whether or not to swap out an existing party member or something.

The enemy types were fixed on what they used - basically there was an armored/balanced/hp sponge/damage/aoe enemy type for each floor, and they were always the same.  The in-world enemy sprite you see just represented an "encounter" (usually containing 2 of the variety you see, and one other), although since each encounter was only seen 1-2 times in a floor, it's not something you'd actually really discover (or, if you did, you'd likely not change any behavior due to it ^_^).

Yeah about the backtracking. I meant that I never had to backtrack to level up, oh wait you mean to go to fill in the skills, yeah you are correct. I first thought you ment the linear thing. Just plowing through gained enough skills and power to beat the game. You could have it so it get tougher and you need to fight more lower enemies to progress, but maybe that would make the game more grindy and less fun, I dont know.