Yeah it's tough. I think next time I'll cut the scope a little and try to get it playable in about half the time. Then I'll spend a bunch of time doing the balance.
skharv
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You are actually spot on there. The floors are populated at random. The goal was to make it so that you had to decide if you felt you could win against what may be on the other side of the door. That's why there's the option to keep the door closed. It didn't really turn out that way because it's very simple to beat whatever you encounter. But the goal was for you to make decisions about next encounter based on your stats. A bit more time and I might've got there. Thanks for playing! I'm glad you liked the graphics and audio. I don't draw often, so I'm glad that it's passable. :)
Thanks for the comments Bulboculus! I'm glad you liked it! During development most monsters would 1 shot me. So I had some really strong items to compensate for that, but because they drop at random, sometimes you could kill a few monsters and other times you'd just have no luck. So when I toned down the monsters before "release", I didn't go and adjust the items to match. Near the end I also added a heal/mana regen after each round of combat, which I think could be tuned to make it feel a little more like you're getting run down as you progress.
Thanks Heellmet! I appreciate your feedback.
As far as inspiration, I don’t really know where it came from. Mostly I was trying to whittle down the scope of the game. So an elevator meant I could get multiple doors in the game without player movement. The first person aspect ratio meant no player character art. I also thought, turn based combat is pretty simple, so I could get it up and running fast.
Thanks for playing! :)