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Forestalld

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Posts
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A member registered Nov 16, 2020

Recent community posts

Looks cool. There's some scaling issues that prevent it from being playable on my end .

Two small bugs I've noticed:

  • You can bind one keys to the multiple commands but only one will work.
  • If you kill two of those lunge goblins at the same time that are one tile apart from from each other while you also have the revenant amulet equipped, their sprite and minimap dot will be left in the middle, which you'll be able to walk through.
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Just managed my first victory. It's a very fun, polished game. The item variety is pretty wide and their effects are well thought out in my experience. Just about all the items I've tried to seriously use have wound up being useful. Judging from my own play it probably takes about 10-15 full length games to encounter all the normal quality loot.

What are the differences between each difficulty level?

A few suggestions:

  • The tiles targeted by focusing enemies should be marked by some kind of indicator as well. Maybe an arrow for line abilities and red outlines for everything else?
  • Game keywords in item description should bring up tooltips when hovered over.
  • Make the equipment set used and most recent game viewable on the high scores menu.
  • It should be made clear to the player during the tutorial that there's no reason to specifically destroy set pieces (vases, shelves, racks, etc).

One note:

My one real gripe is that the way the turn sequence works makes it very difficult to get enemies to damage each other with their focus abilities without ability use of your own, nearly impossible for enemies to damage each other with their normal abilities and thanks to the fairly optimal enemy movement, it's difficult to bait them into environmental obstacles or even target in a line. This isn't strictly a complaint, especially for an indie game in such a polished state but this makes the fighting a lot more bluntly methodical then it could be otherwise.