Simple yet fun. Cheers from a fellow dev, you thought about expanding on the idea Maciek? Adding simple and small effects like smoke when killing a monster adds a bit of depth and more engagement. Or like a question mark above the hero when he interacts with a information shrine.
Thanks for creating the game, it sure did give me a small break during my coffee! :D
And really dig in the art style! Big fan of minimal retro vibes!
Hi! Thanks, happy you liked it :) It's a cool idea with the smoke. It could even have some game mechanic implications - like temporarily making some parts of the map invisible to player and the NPCs. The game is a bit on idle at the moment, but I hope to come back to it some day ;)
Very nice game, you nailed the balance between simplicity and strategic depth that a game like this needs! My one suggestion is to make the enemies a little easier to tell apart by their shape alone (for example, the ranged hooded-guy and the melee hooded-guy look the same if not for their color, which can give some people trouble). Otherwise, a very polished experience!
Hi! Thanks for the comment. I am glad you like it and the simple approach works :) Indeed I was sort of recycling the same sprites, I can definitely vary them in a future update.
Thanks for the game! I managed until level 8 after some tries. I really enjoyed the way you did the fog of war, looks really nice with the pixel art.
I tried some strategies but it seems that I got the best result by being really cautious and spending most of the time waiting for the enemies. Stun and slash. I managed to kill some Monks but I finally forgot to wait and got crushed :P
I didn’t have much luck on subsequent runs, so the initial room rats left me always with little health from the get go.
There’s a small bug on the web version. You can’t move with the keys or WASD after using the buttons with the mouse, you need to click back into the map to activate it back.
The rng is indeed sometimes to random yet and can lead to overly difficult runs - I have to still figure out how to handle the balancing.
Thanks for the info about the bug. I will take a look at it (probably some flag does not get cleared or smth :)
On higher levels there are some new monsters with different behaviours, so I hope more tactics will be needed :) Although stunning is indeed powerful. It is sort of intended that usually you won't have a single weapon strong enough to kill the toughest enemies, So the player has to do such tricks. Still, there should be more weapon types to make it more interesting :)
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Simple yet fun. Cheers from a fellow dev, you thought about expanding on the idea Maciek? Adding simple and small effects like smoke when killing a monster adds a bit of depth and more engagement. Or like a question mark above the hero when he interacts with a information shrine.
Thanks for creating the game, it sure did give me a small break during my coffee! :D
And really dig in the art style! Big fan of minimal retro vibes!
Hi! Thanks, happy you liked it :)
It's a cool idea with the smoke. It could even have some game mechanic implications - like temporarily making some parts of the map invisible to player and the NPCs.
The game is a bit on idle at the moment, but I hope to come back to it some day ;)
Very nice game, you nailed the balance between simplicity and strategic depth that a game like this needs! My one suggestion is to make the enemies a little easier to tell apart by their shape alone (for example, the ranged hooded-guy and the melee hooded-guy look the same if not for their color, which can give some people trouble). Otherwise, a very polished experience!
Hi! Thanks for the comment. I am glad you like it and the simple approach works :) Indeed I was sort of recycling the same sprites, I can definitely vary them in a future update.
I came upon your site after finding your tutorial on roguelikes in bevy - really polished game, very nice handling, great work!
Thanks! Glad you liked it :)
Thanks for the game! I managed until level 8 after some tries. I really enjoyed the way you did the fog of war, looks really nice with the pixel art.
I tried some strategies but it seems that I got the best result by being really cautious and spending most of the time waiting for the enemies. Stun and slash. I managed to kill some Monks but I finally forgot to wait and got crushed :P
I didn’t have much luck on subsequent runs, so the initial room rats left me always with little health from the get go.
There’s a small bug on the web version. You can’t move with the keys or WASD after using the buttons with the mouse, you need to click back into the map to activate it back.
Hi! Thanks a lot for playing and the feedback!
The rng is indeed sometimes to random yet and can lead to overly difficult runs - I have to still figure out how to handle the balancing.
Thanks for the info about the bug. I will take a look at it (probably some flag does not get cleared or smth :)
On higher levels there are some new monsters with different behaviours, so I hope more tactics will be needed :) Although stunning is indeed powerful. It is sort of intended that usually you won't have a single weapon strong enough to kill the toughest enemies, So the player has to do such tricks. Still, there should be more weapon types to make it more interesting :)