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Oh wow! I just won!

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I'm loving this, same as all your other creations watabou. 

One UI suggestion: it would be great if on the Deeper and Shrine tiles if you could action them by simply clicking a 2nd time on the revealed tile, rather than having to click the YES prompt. You know, like the Camp tile?

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Actually, I now realise that even the Camp tile asks for that Prompt click. As does the Watchtower. So basically, instead of making me move my cursor or finger from the simple exploration interface, instead let me click a2nd time on those actionable tiles themselves, to say "Yes" to taking their action.

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I enjoyed this, but I feel like the abilities are currently letting it down:


* The improved thrust using 2 energy meant that I was perpetually out of energy after getting it, and that was dealing me more damage than the enemies. Either it needs to be even more powerful, stick to one energy cost, or you need to be able to choose which to use - I think that last option is best, as it leads to more decision making.

* Even when there are 2 enemies, swing is still too weak to use, especially as killing one enemy and then the other is better to avoid taking damage.

* Slam seemed to be weaker than thrust, and I didn't want to keep trying it over and over to see if there was a better time to use it.

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Abilities are not great (they don't create new strategies or interesting synergies), but they're not completely useless:

  • "Improved thrust" is in fact the most powerful combat ability. Comparing to the default thrust, it does 3 points of damage (vs 2) and costs 2 points of energy (vs 1). That sounds underwhelming, but in practice it means that you can kill a zombie in 2 turns (vs 3), a fay in 1! turn (vs 2) and a witch in 2 turns (vs 4). It's a big and important difference.
  • "Swing" only makes sense when you're fighting more than 1 enemy. I think it's a decent starting action if you're using the default thrust (not the improved one). Also, it creates a quite powerful combo with the unstable shroom against 3+ enemies (because shrooms do more damage to already damaged monsters).
  • "Slam" too only makes sense against multiple enemies. It does the same amount of damage as the default thrust and costs 1 more point of energy. In addition, it shuffles the enemies and interrupts their powerful moves. It's rather situational.
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this game is so fun and exciting. just died somewhere on the third layer and im so excited to run through again and discover more. ohh i already love rougelites, and this one's layout is such a treat to me. it's wonderfully plain and just,, novel! playing this makes me smile

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Wow! Nice update, lots of new stuff. but can I get some clarity on the danger sense? because sometimes it seems to not warn me.

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When you visit a new area, the danger sense picks one of the adjacent unvisited areas and marks it if there is an ambush. This way it works reliably in "corridors" and less so in "crossroads". Initially I tried to mark all the neighbouring ambushes, but it felt boring.

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ahhh, ok makes sense.

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Nice new additions!

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Yeah, couldn't wait any longer.

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I like this game

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I really like this game and I definitely don't think there needs to be a proper story for this to work. It is relaxing, and easy to understand (once you know how to move which I will admit took me a bit to understand) there doesn't always have to be a premise or an overarching story. The sounds and the sound quality are outstanding! You captured this hunter going through the woods with monsters and fairies really well and it has a lot of potential for future installments.

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For me, this scratches the same kind of itch as "Survive - Wilderness survival" by Juuso Hietalahti and I am here for it! 

<3 <3 <3 

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very excited with future of this game, couse im a big fan of pixel dungeon

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This is neat! I love the presentation, really helps with the idea of immersion. Not needing to physically backtrack is a new idea too (at least to me).

My only comment would be that the text boxes should disappear if you decide not to delve deeper yet, rather than needing to click "no".

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Yeah, that bothers me too, so I'll probably fix it before the voting ends.

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Gorgeous game, love the minimalism!
Great job!

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i LOVE it.

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I really like the user interface and style!

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Really enjoyed this.  Great for a quick break.  

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Simple (it's a good thing) and fun :D
The soundscape is both relaxing and immersive, the mechanics could be addictive, good thing I'm bad at it or I could've kept playing and playing for a long while. Perhaps I'm missing something, but the swing costs two energy points while dealing less damage?

Edit: Ok, I've read your answer in another comment about the swing.

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Much more engaging than expected, a fantastic exercise in minimalism. Will check back in a few months :)

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So effective from the start. Simple as minesweeper but with your unique touch. Keep at it, you always amaze us!

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Loved it!

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I love the clean style. Really fun to play too : )

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Fun! As expected from Watabou!!

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Wow, i love it! Would love a more fleshed out game like yhis that plays well on mobile! I was able to play on mobile but portrait layout wasnt ideal of course.

Does it run in portrait layout for you? That's weird, it is supposed to run in landscape, and it does for me (though not flawlessly).

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yeah! I have my Pixel 7a (android). I leave my autorotation locked, so maybe that's why.

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7Days and this came out rather nice !

Well done !

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Right now, player can fight even without energy (and I don't think changing ability does anything?).

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When a player is out of energy, abilities drain his health instead. 

"Swing" does less damage, but it affects all enemies present. It was a last moment addition (just to have more than one ability), so it's not balanced, carefully thought through or anything :)