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GridBasedGames

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A member registered Nov 13, 2023 · View creator page →

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I'm glad you enjoyed the game despite the hurdles and frustrations. This review highlights the need for proper communication of the game's mechanics. I am very grateful for the feedback!

Thank you for playing and for providing your extensive feedback.

There are definitely some quality-of-life improvements that I should work on. 

You can observe the effects of your abilities in the action bar by right-clicking on them. The same applies to enemy stats and the abilities they use. I need to find a clearer way to communicate this information.

Regarding gameplay feedback: my goal is to create a tactical experience while still preserving the feel of dungeon crawler combat. Having enemies act according to their initial intention, despite the player being in a different position, would undermine that experience. However, I also don't want a slugfest. The solution involves a low player life pool combined with a wide array of tactical skills that allow you to manipulate the battlefield.

Despite the game's linear nature, each level follows a rogue-lite approach: you retain items collected, and abilities from chests are randomized. It's acceptable to die multiple times while experimenting with different tactics until luck and positional insights converge into tactical brilliance, allowing you to successfully complete the level. I need to find a better way to communicate this aspect through gameplay. Suggestions are welcome!

Did you enjoy the overall game experience? Once again, thank you for playing!