Very simple roguelike. Nothing new. My experience was about collecting soul vials and avoiding the fights against too strong ennemies, while killing the small ones to get hp (and more soul vials)
I didn't find it so wrongly-balanced. Didn't quite understand how defense works. Enemies hurt me more than they should have (if damage = attack - defense). The boss was a bit underwelming ahah. It was weaker than the Devils, and even the Gobelins.
Thanks for playing! I think you're the first one to beat it lol. The damage is a bit convoluted compared to attack - defense (it's essentially attack^2/defense), and it's something I'm still working on to make it feel right. I still haven't made it to the boss in a legit playthrough to test it out, but I'll definitely give it some more buffs :).
My strategy was to pick only defense to make soul vials (which seem to grow like mushrooms in this dungeon ^^) more valuable (you heal "more hits").
And then killing every 'g' and 'G', avoiding 'D', and gathering all the soul vials of the level.
Indeed this formula explains what I was not understanding. So I think choosing defense is really good at the begining. But always take defense is less and less impactfull. Maybe switch to attack at one point, to avoid taking some hits by killing faster ennemies.
For health, I don't know. Since we level up relatively often in this game (even in late game), it might be good too, since you heal full health at level-up. It depends of the gained amount. I would say at least 5/level-up pts maybe 10. Because soul vials lose value the more max health we have, and the less defense we have.
To test the boss, you begin the game in the boss room with ~ 20-25 skill points and the best armor and the best weapon. I also had 4 vials I think. (to save you the need to cross the whole dungeon).
Thanks for trying it out and sharing the video! It was a lot of fun to make, but I'm still working on fitting in all the ideas I didn't have time for during 7drl. Glad you enjoyed it though!
Very nice! Good dungeon generation and a real sense of danger. I like how the xp is a progress bar and not just a number. Just one suggestion: try making the colors for when the player or monsters have lost hp a bit brighter.
Thanks for giving it a go! And you've got a good point, I've raised the minimum brightness a bit so nothing turns invisible on you any more :) I'm out of time to change my submission, but I'll be reposting the game soon with this and a few other quality-of-life changes, and I'll link it from this page.
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I Won! (pretty end screen btw)
Very simple roguelike. Nothing new.
My experience was about collecting soul vials and avoiding the fights against too strong ennemies, while killing the small ones to get hp (and more soul vials)
I didn't find it so wrongly-balanced.
Didn't quite understand how defense works. Enemies hurt me more than they should have (if damage = attack - defense).
The boss was a bit underwelming ahah. It was weaker than the Devils, and even the Gobelins.
Congrats
Thanks for playing! I think you're the first one to beat it lol. The damage is a bit convoluted compared to attack - defense (it's essentially attack^2/defense), and it's something I'm still working on to make it feel right. I still haven't made it to the boss in a legit playthrough to test it out, but I'll definitely give it some more buffs :).
My strategy was to pick only defense to make soul vials (which seem to grow like mushrooms in this dungeon ^^) more valuable (you heal "more hits").
And then killing every 'g' and 'G', avoiding 'D', and gathering all the soul vials of the level.
Indeed this formula explains what I was not understanding.
So I think choosing defense is really good at the begining. But always take defense is less and less impactfull. Maybe switch to attack at one point, to avoid taking some hits by killing faster ennemies.
For health, I don't know. Since we level up relatively often in this game (even in late game), it might be good too, since you heal full health at level-up. It depends of the gained amount. I would say at least 5/level-up pts maybe 10. Because soul vials lose value the more max health we have, and the less defense we have.
To test the boss, you begin the game in the boss room with ~ 20-25 skill points and the best armor and the best weapon. I also had 4 vials I think. (to save you the need to cross the whole dungeon).
I liked this one a lot! Did a video playthrough here - https://www.youtube.com/watch?v=dnyzoWtYSt0
It felt quite polished for a 7DRL, so definite kudos to you. I really loved the XP bar once I spotted it. VERY cool idea.
Hope you had a good time putting this together, and thanks for participating!
Thanks for trying it out and sharing the video! It was a lot of fun to make, but I'm still working on fitting in all the ideas I didn't have time for during 7drl. Glad you enjoyed it though!
Very nice! Good dungeon generation and a real sense of danger. I like how the xp is a progress bar and not just a number. Just one suggestion: try making the colors for when the player or monsters have lost hp a bit brighter.
Thanks for giving it a go! And you've got a good point, I've raised the minimum brightness a bit so nothing turns invisible on you any more :) I'm out of time to change my submission, but I'll be reposting the game soon with this and a few other quality-of-life changes, and I'll link it from this page.
Sweet! I'll give it a try again later 👍