love love love the feeling of "cheating" your way through the dungeon. I leaned pretty hard on the default low-health build for my first run, but I'm intrigued at the hints of other strategies available. I was also pleased to see the final boss respond to a specific tactic I tried... there's a lot of little things that come together really well.
this was super cool! i've always liked rpg scenarios where you can survive while underleveled through clever exploitation of your tools, so i was naturally stoked to play a game that makes those tricky strats your bread and butter. i was really pleased with how seriously combat made me engage with the robust arsenal of consumable items and how i was never allowed to forget about milly's fragility. it's an excellent candidate for a follow up imo, as the game introduces a lot of interesting ideas about 'door openers' and what it means to be one (both mechanically and thematically) but ends before it can develop them as far as i, in all my excitement, dared to hope. that's a critique, but one of the ones i'm happiest to give, 'cause it means the game makes a really strong case for its vision.. the copper palette was gorgeous and very potent, too, excellent use of an underappreciated slice of the color wheel.. terrific experience, my kudos to the whole team
thank you for the kind words!!! worry not, this is just a proof of concept prototype i made in 13 days for a game jam, i am definitely planning on making a full version so keep an eye out in the future if youre interested!
← Return to game
Comments
Log in with itch.io to leave a comment.
Azure Dagger started a fight empty. I suspect that you have to end a fight with it equipped for it to recharge.
love love love the feeling of "cheating" your way through the dungeon. I leaned pretty hard on the default low-health build for my first run, but I'm intrigued at the hints of other strategies available. I was also pleased to see the final boss respond to a specific tactic I tried... there's a lot of little things that come together really well.
this was super cool! i've always liked rpg scenarios where you can survive while underleveled through clever exploitation of your tools, so i was naturally stoked to play a game that makes those tricky strats your bread and butter. i was really pleased with how seriously combat made me engage with the robust arsenal of consumable items and how i was never allowed to forget about milly's fragility. it's an excellent candidate for a follow up imo, as the game introduces a lot of interesting ideas about 'door openers' and what it means to be one (both mechanically and thematically) but ends before it can develop them as far as i, in all my excitement, dared to hope. that's a critique, but one of the ones i'm happiest to give, 'cause it means the game makes a really strong case for its vision.. the copper palette was gorgeous and very potent, too, excellent use of an underappreciated slice of the color wheel.. terrific experience, my kudos to the whole team
thank you for the kind words!!! worry not, this is just a proof of concept prototype i made in 13 days for a game jam, i am definitely planning on making a full version so keep an eye out in the future if youre interested!
i'll be looking forward to it ^w^
nice game... Milly rules :)