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Right off the bat, I really like the intro cutscene, and especially the concept of shouting out the spell to get a new weapon! It's something that I really enjoyed throughout my entire play session!

The enemies have enough different aspects in their moveset that makes each one of them feel unique. The same goes to their weapons, of which I separated one for lower enemies and one for harder enemies, like Clompus. 

One of my favorite unexpected inclusions was the Shopkeeper! It initially freaked me out and I thought it was a powerful enemy, but it was awesome discovering that I could get swords that were otherwise unobtainable. I even took the boss' sword to him and was delighted that there was a shopkeeper equivalent to that, too!

Speaking of the boss, it felt a bit hard to tell how big the boss' attack range was. It felt to me like his attack box was pretty big and would catch me by surprise a few times, so having some sort of visual indicator for his attack area would be nice!

Sadly, when I destroyed the final door and went through it, the screen went black and it got stuck in a black screen, playing the dungeon music. I was unable to see the actual ending cutscene. However, I still had a really fun time with the game and I really like the idea. 

Awesome game!

Ah yeah you unfortunately hit one of the known bugs. I'm not sure why it happens (seems to only happen when you're still holding the starter sword) but sometimes people hit the end of the game and the victory text just never displays.

Glad you enjoyed the shopkeep! He was one of the final additions and his sprite was an unused enemy sprite that I gave a tophat to make him look friendlier lol.

The boss's attack box weirdness was actually what made me add the red circle to show where at attack is hitting, but an aggro-radius indicator would probably help as well.

Thanks for playing! Very glad to hear you enjoyed it!