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Great idea to frame the gameplay through a narrative introduction doubling as a concise tutorial. It's cool to see dialog in a game like this. I thought that gave it a little more depth and guidance to the player to softly land into the dungeon. It's obvious you relished in writing out a nice backstory for the game to get into the mood of their adventure. It also helps frame an objective which isn't always the case: a Zelda-esque item hunt throughout the dungeon. 

The radial approach to actions and movement is interesting and unusual for the genre, making it a little more unique too. It opens the potential for the use of abilities and diagonal targeting instead of simply just bumping into enemies and calling that a combat system. You've put a bit of thought into designing additional layers of combat to make things engaging, like weapons based abilities, and created a very responsive and detailed menu system to keep the player in control of all the features on offer. This is a game brimming with ideas to show.

As a point of constructive feedback, the trade-off is that more options and features can take a little more time and delay to pick up and play. Picking up items, or crossing a door, require the player to change key for a moment. I think this is fine and just reflects this is also a bit of a turn-based strategy game sitting over a roguelike. It's also, even with the abilities, pretty damn punishing! But the path of initiation of the Paladins was never meant to be easy!