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The game is too much complicated.

This is excellent!  A tactical brawler with additional combat options as a reward for exploration and puzzle solving.  Simple but nuanced combat mechanics make gear selection the primary component of fights. Brilliantly, the player can shuffle gear around in the small space between having enough information to extrapolate what they should be doing and the moment where said plans start to manifest / fall apart.  
I particularly love the mechanic where the player can choose to play out a fight or just take the damage they suffered in their best previous fight against that enemy type. It's perfectly suited for a puzzle game like this, but I think I'd like to see that migrate into RPGs with levels/grinding.
Last bit of praise - Going into a fight blind means losing, but winning doesn't mean playing "Guess What The Designed Was Thinking".  The hint section on this page gives advice on the final fight, and it's not at all in line with how I managed it... and there were a few fights like that, where a couple of varied tactics work.  That's the sweet spot of needing player engagement without punishing them for lack of telepathy.

Thanks for all the kind words! I think the secret to having a little bit of variability in the tactics department is being bad at this kind of game myself, so people try things that I wouldn't have even thought of. I made an enemy that I didn't think anyone would be able to beat, but people trounced it!

Nicely done game. Wish there were a continuation or extended version.

Tip for beating Isaac (read below):







use Shield, Aegis and Spear wisely ; )

Very cool mix of dungeon crawl with tactical battles. Really good battle system you got with the item loadout and delay systems. Clearly the last few enemies showed that there's a bunch you can do with debuff delays, piercing, reflect and all that. Was sad the game ended, can see potential for a bigger game with that concept. :)
Also loved the quality of life stuff like the game remembering who i beat and offering auto resolve.

Kevin, This was actually a fantastic game. The combat was very polished and well thought out, I think it could be added to even more to make it a much more enjoyable experience, but what you have made in seven days is a fantastic start. I loved making my way through the dungeon to find more weapons to play with in combat. I loved everything about this project and think you really pushed yourself as a game designer with this project. I would love to collaborate with you in the future if you ever need a voice actor. Feel free to check out my website: Langi Tuifua

This is a really complete and polished game, especially for only being done in 7 days! The menus and options are super professional and complete. The itch page is nicely styled. The combat is pretty confusing, even after going through the tutorial, but I think I was getting the hang of it. Maybe start with a healing potion or two, so you can experiment with the battle system without dying? Nice work, Kevin! The WebGL build worked great for me. (I'm on a Mac. :)