Absolutely loved it! The fact that you can anticipate and decypher mechanics (like the requirements needed for getting a mace, for example) fits like a glove to a game with a perfect amount of RNG. The music is brilliant, too. As always, I’m super late to this and considering it’s in indefinite hiatus we might probably never see a full version of it, but I’d play the hell out of it if it ever come to be released.
Very epic. When I got a crossbow at one point after killing a worm the bolt kinda got shoved to the right of my screen instead of being in the crossbow. I also got lucky and got a mace that one shot everything from the well XD. Also, the attack range feels deceptively short. Keep up the great work!
neat little game. After playing it for roughly an hour, there's some suggestions I'd like to share, hoping that you'll appreciate them.
-stamina regen is too slow
-crossbow seems overpowered due to infinite ammo and the enemys aggro being relatively low
-the final boss hardly feels like a boss at all. I liked the design but the actual npc was weak as hell.
-there's little to no reason to replay the game. Such gameplay loop might benefit from a system that adds new enemy varieties every cycle, or weapons, or maybe spells only the player can use. Kind of like a NG+ system where you keep getting stronger but your inventory gets wiped every time.
Other than that, I feel like you nailed the nostalgic atmosphere very well. I really hope this project doesn't get abandoned as I see a lot of potential in it.
Create another randomly sized square in the space next to the picked wall.
Repeat this process until a number of rooms are made that don't overlap.
Fill in each square room with different things. Some rooms become "hallway rooms", some are filled with random pillars, some have their centers filled in.
To make the sand exterior I took each rooms center and created a circle with a larger radius.
The way the algorithm works is kinda like how you would draw a map in MS paint or something.
I like the music, like the artstyle, the ui (but dont like you cant move). Cool that the herb will collected without the roots, prase the crossbow, praise the guy who put all this coins into slimes but... Like for shure?
I just heard about the indefinite hiatus, which kind of sucks. Just everything about this game is amazing, from the visuals to the music, I really hope this isn't going to be abandoned and the developer does eventually start to work on this game again. I'd hate to see this game stay unfinished.
A really cool project with many neat little ideas, with the crossbow with infinite ammos or the well of wishing. The controls are a bit clunky with a controller. I wanted to play with a keyboard and mouse for the better camera panning, but the game doesn't allow for rebinding inputs so I stuck with a gamepad.
I really like the vibe of the game, it reminds me a lot fo the old traditional 2D roguelikes. I would say the sprint consumes too much stamina, to the point of kinda ruining the pacing when you just want to explore and go from point A to B. But apart from that, it's a solid demo. I would live to see it fully completed.
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is it a horror?
SO COOL!
Absolutely loved it! The fact that you can anticipate and decypher mechanics (like the requirements needed for getting a mace, for example) fits like a glove to a game with a perfect amount of RNG. The music is brilliant, too. As always, I’m super late to this and considering it’s in indefinite hiatus we might probably never see a full version of it, but I’d play the hell out of it if it ever come to be released.
king's field vibes. really well re-made experience. music is dope.
Very epic. When I got a crossbow at one point after killing a worm the bolt kinda got shoved to the right of my screen instead of being in the crossbow. I also got lucky and got a mace that one shot everything from the well XD. Also, the attack range feels deceptively short. Keep up the great work!
neat little game. After playing it for roughly an hour, there's some suggestions I'd like to share, hoping that you'll appreciate them.
-stamina regen is too slow
-crossbow seems overpowered due to infinite ammo and the enemys aggro being relatively low
-the final boss hardly feels like a boss at all. I liked the design but the actual npc was weak as hell.
-there's little to no reason to replay the game. Such gameplay loop might benefit from a system that adds new enemy varieties every cycle, or weapons, or maybe spells only the player can use. Kind of like a NG+ system where you keep getting stronger but your inventory gets wiped every time.
Other than that, I feel like you nailed the nostalgic atmosphere very well. I really hope this project doesn't get abandoned as I see a lot of potential in it.
Could you tell me how you do the dungeon generation?
If not it's okay.
It's a little brute force. I'll try to explain:
The way the algorithm works is kinda like how you would draw a map in MS paint or something.
Ooohh, ok, makes sense.
Thank you for explaining.
Good luck with your games.
I love this game, im so glad it has Linux support, the hiatus is a bummer but i know that i will see the full game
Suggestions
1 illusory walls
2 A quick item button for items of the players choice
I will love to see what you make of this game
so promising but like all things related to kings field it all dies before coming to fruition.
Like for shure?
I just heard about the indefinite hiatus, which kind of sucks. Just everything about this game is amazing, from the visuals to the music, I really hope this isn't going to be abandoned and the developer does eventually start to work on this game again. I'd hate to see this game stay unfinished.
love this and the zelda vibes
A really cool project with many neat little ideas, with the crossbow with infinite ammos or the well of wishing. The controls are a bit clunky with a controller. I wanted to play with a keyboard and mouse for the better camera panning, but the game doesn't allow for rebinding inputs so I stuck with a gamepad.
I really like the vibe of the game, it reminds me a lot fo the old traditional 2D roguelikes. I would say the sprint consumes too much stamina, to the point of kinda ruining the pacing when you just want to explore and go from point A to B. But apart from that, it's a solid demo. I would live to see it fully completed.
good game dude