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(+1)

I’m in awe of what you’ve accomplished here. Love the art style/effects, the battle music, the very funny dead party member text lines and inter-party dialogue, the way XP is earned through exploration, the creative aggro-centric combat-system…

Sometimes you get a set of rolls with inadequate block skills and feel somewhat screwed, but it’s casually fun with the replacement party member system. If there’s something I would want from this though, it would probably be more control over skill selection. (Incidentally, have you played Dicey Dungeons?)

That map navigation thing is an awesome touch. I recall seeing something similar (as well as some of your level design tricks) in Etrian Odyssey, but it wasn’t so conveniently point-and-click there. The map vision cone is cool too.

The sanity system feels a bit tacked on in its present incarnation, with the ability to go and restore it between battles. I like that battles are tactical rather than resource-based otherwise, so perhaps it should be another form of encounter damage instead, like an alternative health bar?

I’ve noticed a very strange bug that isn’t quite an exploit: Switching to the game tab sometimes causes the battle to (mostly) reset. I get new dice rolls, the enemies get their health back and so do I, unless my party member is dead, in which case they stay dead.

Thanks for playing!  I have played Dicey Dungeons, though I had to look it up to remember exactly how it worked (apparently I 100%'d it on Steam though, so enjoyed it very much =).  _None Shall Pass_ (board game playable on BoardGameArena) was my main inspiration for this, but there's a lot of good ideas in Dicey Dungeons that would perhaps blend well here too =).  Sanity was a bit tacked on, and was originally planned as a resource to limit reaching the next safe area with respawning monsters, but then balancing XP and player levels with respawning monsters sounded problematic, and my goal of many combats having 1-2 deaths didn't mesh with anything other than complete health restore between combats (with the low health numbers, if anyone wasn't healed it seemed the chance for a party wipe skyrocketed), so really only the "max sanity" became relevant (which, if you were playing really well, you may not have even noticed was going down ^_^).  We also had a *ton* of cool ideas for visual affects to apply as you started getting insane, but that simply didn't make the cut (it was either that or a day of polish, and polish trumps all ;).

Interesting bug!  I bet that only happens in browsers that suspend the tab when in the background (which I have disabled because it makes debugging really painful ^_^), and I should be able to reproduce and fix it pretty easy, thanks for reporting!