Controls (especially walljump) feel quite slippery and inconsistent. Beat it on easy mode
Kuodos
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Cool game, great presentation and enemy sounds were nice. Combat against normal enemies got pretty tedious though, but against mages it felt good, as you had to position yourself more and they didn't have that much hp. Something like slash attack to hit multiple enemies would help against stacks of three and more normal enemies
Very nice game! Essentially a small Automachef, but with more space and random generation. The only complaint really is UI - you can place something while switching buildings, and that combiners can hold infinite amount of stuff, so sushi belting all ingridients to single combiner was very effective
Some events (especially mutiny) straight up kill you, and they happen a lot (even on day 1) even at high morale (>90), which was very frustrating. The farthest I've got was 9 days in about 15 tries. On days with 2 columns of choices I assumed I could see where I could go after taking the corresponding path, but next choice was still randomly generated. Idea isn't bad but unforgiving RNG and death events definetly made gameplay worse
Very well done, especially presentation! I did lose on first playtrough, but saving more equipment on second one helped a lot and I could repay my debt. The only problem I've had is that heroes can kill goblins even when they are already in death animation, which happened quite often because I didn't get much equipment with a health bonus.
Good presentation. But almost 3 GB? Not a lot of people will download this just because of that file size. And it's not like the game would lose anything if it was 2d, even. The tavern did look great, but even though there were a lot of different characters in background, every adventurer was the same, and their requests got repetitive. There is no progression or score to keep track of how many quest you completed, you can only lose by failing quests. I am not sure how levels influenced quest failure chance, as level 90+ adventurer failed a quest with three added difficulty (I suppose), and level ~50 could complete max level kill quest when I tried to kill them on purpose. Overall, I think too much time was spent on presentation, which could be used to improve gameplay.
Impressive art and the gameplay overall is great! Really only things I'd change is resetting guard positions on restart so the player doesn't need to wait for them to get back. Maybe also make guard hitboxes a bit smaller as I've dashed into them quite a lot, but maybe that's just skill issue on my part