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Strade Fortress

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A member registered Feb 27, 2017 · View creator page →

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D-pad is entirely optional. There was never any mention of it related to the outer or inner square. As for only deflecting colored stuff, the tutorial only mentions to 'hit the stars that spin glowing/colored stuff' for that moveset in particular. When you reach a new moveset, it tells you exactly how to deal with them as well.

A slay the spire esque rpg sounds neat. I think I accidentally removed the other blood skill that damages myself and the enemy. I couldn't find it so I was without it. Also,  if I'm spamming a button in battle, attack in particular, I do an extra attack after the enemy dies. It doesn't do anything so it's not a big deal.

Thanks for playing. I agree it's not consistent at all, but that's because this cat (which is actually a placeholder graphic) boss is a combination of different bosses in the game, hence the wildly different movesets. I wanted the prototype to showcase the kinds of battles the player would face.

Thanks for the feedback. I updated the game so now it's got a more explanatory and hands-on tutorial.

Interesting combat. The way turns work feel like a more literal ATB system. Maybe I missed the tutorial prompt but I wish I could see what my skills do during fights. Also the animations are extremely fast, which is a good thing for replays but not for my first time playing. An option to speed it up or keep it normal would be nice.

Fun game. Wish I could let go of boxes with a button other than the dash.

My type of game. Was fun.

Was pretty fun to play fast. I like the mario galaxy feel of it. It feels like I'm able to turn the ship too fast. Maybe put in some resistance or slow it down a bit.

Solid foundation for a game. I think it'd be better if there was a button to trigger the driving/rolling rather than it always being on.

The paper mario esque gameplay is great. The icons you pick from the menu need some text to tell me what they do while my cursor/selector is on  them. After selecting them, I understood what they were purely from having played paper mario.

Got filtered by the 2nd phase of the boss. Didn't know how to hit him besides spin every other turn. A minor thing but the camera movement from the frog dancing around in battle can be annoying for landing positional attacks like the spin. Could be a solid foundation for a divinity: original sin type game.

I liked punching things but I fall to the ground way too fast.

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Thanks for trying it out. The issue I figured would happen with the stars and knives is that their first point of contact is literally a (pixel-wide) point (despite their whole graphic being their hitbox), which could make it hard to figure precisely when you're supposed to strike.

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Mystic Ruins is a game that incorporates non-linear exploration and puzzle solving reminiscent of classic adventure games.

Join Strade the explorer on his mission to investigate the Mystic Ruins. Navigate its labyrinthine corridors, solve its puzzles, gather treasures, and survive the onslaught of monsters within.

itch.io page: https://elitegames.itch.io/-mystic-ruins-