I felt so dumb when I realized I had to roll around a bit to achieve the correct orientation to get my key into the lock. I thought I was stuck, hah!
The most interesting subtle thing about this is that the order of the directions you move to reach a given spot actually matters.
One thing that seemed like a bug was that tooltips didn’t appear for spawned-in enemies.
It was fun to learn the strategies in this. The non-attack abilities sound very tactically useful, but if you load up too much on them your attacks can’t keep up with the enemy spawns. I made it to floor 7.
The graphics and style are absolutely perfect, I couldn’t imagine this game looking better in another style.
If it means anything from a noob dev, I’m just astounded that you made this in 7 days! Great work.
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I felt so dumb when I realized I had to roll around a bit to achieve the correct orientation to get my key into the lock. I thought I was stuck, hah!
The most interesting subtle thing about this is that the order of the directions you move to reach a given spot actually matters.
One thing that seemed like a bug was that tooltips didn’t appear for spawned-in enemies.
It was fun to learn the strategies in this. The non-attack abilities sound very tactically useful, but if you load up too much on them your attacks can’t keep up with the enemy spawns. I made it to floor 7.
The graphics and style are absolutely perfect, I couldn’t imagine this game looking better in another style.
If it means anything from a noob dev, I’m just astounded that you made this in 7 days! Great work.
Thanks for playing and saying such kind things!!
I was also surprised by the complex relationship between movement and rotation. Bit of a happy accident there :)
Good comments about damage vs utility abilities, I was going for a "build diversity" focus so I'm glad that landed!