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Hello! Please find my feedback and a recording of my play session below:

Does the core loop work for you? Is it FUN? If the game had more content and polish do you see yourself playing it for 10+ hrs?

- I could see it being more fun when I had more equipment. It probably is a skill issue but I found it pretty tough for the time that I played.

What was the most frustrating moment in what you experienced?

- I wasn't 100% sure what all the keywords meant i.e the edge tokens, marked tokens, momentum. I did read the explanation on the main itch page, but forgot a lot of it in the moment to moment of playing since it was a lot to remember at once. 

What was your favorite moment?

- I liked trying to place my units strategically so I could use their abilities more effectively. Picking up treasure is always nice too, makes it feel less bad when you die as you get to keep the treasure for a future run.

Was there anything you wanted to do, but the game didn’t let you?

- Again I think it goes back to explaining some of the terms in game. Maybe they were explained in the game itself but I couldn't see it easily.

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

- I'd like more abilities, maybe a level up system for the units? Apologies if this was already in there and I missed it, but I couldn't tell if it was there from the first 10-15m.

What would you say you were doing in the game?

- Trying to get through a dungeon and collect treasure for future runs. I kept trying to kill the enemies and I think I should have placed more of an emphasis on getting to the next room.

How would you describe the game to friends and family?

- A dungeon crawler where you get to pick up loot to improve your units and get further each run.

Thank you for playing and going through the instructions! I know the game does not explain itself too well atm, a proper tutorial is in the works.

I do not plan on adding unit XP-based levelling, partly for scope reasons, and partly because I want to try something different. Units will gain additional abilities only from the gear they pick up which I hope will allow more build flexibility and experimentation for the player. Do you think a lack of XP bar may be a turn-off for rpg/roguelike players?

(+1)

You're welcome! I think as long as there's some kind of progression people shouldn't mind too much - and if you have that covered via gear I think that should work. As you say it's more the experimentation and having new 'toys' to play with that I personally care about with levelling up.