Good but needs more content
A nice take on the rogue-like, but WAY too short. You can beat it in under an hour (and that's with exploring every part of every level). Takes a bunch of games to unlock the second class, but not as much to unlock the third. Not a lot of difference between the classes either, or the monsters for that matter (other than looks and melee vs ranged). A decent number of items to find though and methods of combat (single handed melee vs two-handed melee vs bow vs wand), though once you're next to a monster, bows become almost useless (a skill upgrade/perk to improve that would be cool). Mage and cleric classes with spells (not just wands) are desperately needed, as are more levels (why only 7? Even if you have to repeat level textures to add more levels, i think that would be an ok tradeoff). Also, the boss is a little underwhelming (in fact the first time i encountered it, i didn't even know it was a boss, even though it one-shotted me) - as long as you're prepared with the right items and enough health, it's not too tough to beat. I know i have a lot of criticisms, but only because i want to see the game succeed - it's a nice little indie dungeon crawler. Just needs more!
One more thing - some bugs. After teleporting, the map doesn’t update until you move or do an action. Invisibility potion also doesn’t take effect until you move/do an action. Finally, the Luna badge isn’t working - I’ve beaten the game at least three times now, so i should have achieved the second Luna badge - haven’t even received the first.
One more thing - some bugs. After teleporting, the map doesn’t update until you move or do an action. Invisibility potion also doesn’t take effect until you move/do an action. Finally, the Luna badge isn’t working - I’ve beaten the game at least three times now, so i should have achieved the second Luna badge - haven’t even received the first.
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Awesome game just few improvements needed
Okay so let me start off by saying this is a great game with a great concept. The turn based fighting feels spot on. The pixilated design is perfect and the exploration feels rewarding to descend a floor. However there’s some improvements needed. First, I would like to see some more monsters, gear, and floor levels. I have played for quite some time and eventually it got a little boring once I did everything. I would also like to say that it’s a very hard game at first. Getting food and gear takes time. The upgrades and perks seem to have little impact on actual gameplay. The gear on the other hand does have a major impact. I noticed that the ranged weapons are very useful in the later levels. The game has 3 classes: Rogue,Archer, and warrior. Not much really changes when using these classes except for starting gear and perks. Overall I recommend this game to anyone who wants a challenging yet simple to use dungeon crawler. The game can be played with one hand and doesn’t require much grind as it saves progress even if you quit. I do not regret buying this and hope for new content in the future.
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Great rogue like
Great job on this game. Very fun. Captures the genre very well. Also very good port to mobile job. Easy to move and interact with the environment. Very fun overall. I keep dying and that’s a good thing. Play sessions are short. That is also a good thing. I would like to see more added to increase the longevity of the game. For example add more characters. Create some in game goals or challenges. Add more monsters and traps. Different environments. Etc. I haven’t found a shop yet. I am assuming there is a shop system in here since I’m collecting gold each run. Are there any residual or passive skills I can collect and keep?
I’m sure you are already working on these things and I see you are making updates to many things in the notes. Just some feedback.
Five stars because this is a great game at core and I want to see you continue to build it out and make more.
Do you have a dev page with announcements or roadmap to know what’s coming up?
I’m sure you are already working on these things and I see you are making updates to many things in the notes. Just some feedback.
Five stars because this is a great game at core and I want to see you continue to build it out and make more.
Do you have a dev page with announcements or roadmap to know what’s coming up?
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favorite roguelike on the app store
this is one of my favorite games ever made for ios. the graphics are thoughtful, and it’s a perfect balance of roguelike opacity and simple pick up and play. people who are complaining about the lack of explanation are in the wrong genre here.
five stars for the game aside, dev—the update erased my run history? that’s hugely disappointing.
five stars for the game aside, dev—the update erased my run history? that’s hugely disappointing.
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Fun and interesting but needs work
The game has a lot going on and a crunchy pixel aesthetic that works well. It’s satisfying to play and has some pretty great gameplay base mechanics but the game feels fairly unfinished.
I played long enough to win a run and was happy with the bite size experience. But as other reviews have mentioned- very little of the mechanics are explained at all. There is no explanation as to the point of the game.
Your actual objective is to conquer the boss monster and recover the “sword of luna” but there isn’t any explanation as to what that means. The skill tree often contains 36 random passive boosts but you’ll only unlock six of them before the game ends. “Starving” seems to happen after a while without food but doesn’t have any apparent effect.
Even after winning a run the game didn’t track my progress towards the recovery badges.
The game really shows some potential though. With a little work it would feel really great.
I played long enough to win a run and was happy with the bite size experience. But as other reviews have mentioned- very little of the mechanics are explained at all. There is no explanation as to the point of the game.
Your actual objective is to conquer the boss monster and recover the “sword of luna” but there isn’t any explanation as to what that means. The skill tree often contains 36 random passive boosts but you’ll only unlock six of them before the game ends. “Starving” seems to happen after a while without food but doesn’t have any apparent effect.
Even after winning a run the game didn’t track my progress towards the recovery badges.
The game really shows some potential though. With a little work it would feel really great.
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Great fun
This is a perfect little mobile game. It’s easy to play with one hand and (if you’re bad like I am) the runs are pretty short. My only two concerns are: 1) There stats don’t have explanations so I don’t know what something like “dexterity” actually affects and 2) the 3x UI scaling makes some things go off the screen. Overall I’m super impressed with this game, though, and it was totally worth the purchase.
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Need more in game information
I enjoy the game, but it is frustrating how little information there is explaining the game. The tutorial is worthless. It only shows the most basic things that are easy to figure out on your own (moving, fighting). What do the icons mean? Does an apple core mean I’m hungry or that I’m full? What does a sword with a number next to it mean? Is my weapon deteriorating?
Every potion starts unidentified. When you drink one, the game should at least tell you what the affect was. I usually have no idea what it did.
There seems to be a way to dodge. Is it automatic? If it’s manual How do you do it?
I enjoy exploring a game and finding new monsters, loot, places. I don’t enjoy trying to figure out game mechanics.
Every potion starts unidentified. When you drink one, the game should at least tell you what the affect was. I usually have no idea what it did.
There seems to be a way to dodge. Is it automatic? If it’s manual How do you do it?
I enjoy exploring a game and finding new monsters, loot, places. I don’t enjoy trying to figure out game mechanics.
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Fun Dungeoncrawler
I’ve played for a few hours and gotten some form of a win I think!
I enjoy the simplicity and art style a whole bunch. The added depth of skills and enchanted equipment makes each run feel a little different and interesting.
While I like the simplicity I think some systems could communicate what they do better. I’m not 100% sure what each stat means or affects, but through some trial and error I’m piecing it together. I don’t Knock-out it for this, but it’s something I’d love to see in an update!
I enjoy the simplicity and art style a whole bunch. The added depth of skills and enchanted equipment makes each run feel a little different and interesting.
While I like the simplicity I think some systems could communicate what they do better. I’m not 100% sure what each stat means or affects, but through some trial and error I’m piecing it together. I don’t Knock-out it for this, but it’s something I’d love to see in an update!
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Incredible game! More classes please!
This game is so much fun, but as others have said, not including a mage class feels like a misstep. Maybe add more classes in a future update?
Good but needs more content
A nice take on the rogue-like, but WAY too short. You can beat it in under an hour (and that's with exploring every part of every level). Takes a bunch of games to unlock the second class, but not as much to unlock the third. Not a lot of difference between the classes either, or the monsters for that matter (other than looks and melee vs ranged). A decent number of items to find though and methods of combat (single handed melee vs two-handed melee vs bow vs wand), though once you're next to a monster, bows become almost useless (a skill upgrade/perk to improve that would be cool). Mage and cleric classes with spells (not just wands) are desperately needed, as are more levels (why only 7? Even if you have to repeat level textures to add more levels, i think that would be an ok tradeoff). Also, the boss is a little underwhelming (in fact the first time i encountered it, i didn't even know it was a boss, even though it one-shotted me) - as long as you're prepared with the right items and enough health, it's not too tough to beat. I know i have a lot of criticisms, but only because i want to see the game succeed - it's a nice little indie dungeon crawler. Just needs more!
One more thing - some bugs. After teleporting, the map doesn’t update until you move or do an action. Invisibility potion also doesn’t take affect until you move/do an action. Finally, the Luna badge isn’t working - I’ve beaten the game at least three times now, so i should have achieved the second Luna badge - haven’t even received the first.
One more thing - some bugs. After teleporting, the map doesn’t update until you move or do an action. Invisibility potion also doesn’t take affect until you move/do an action. Finally, the Luna badge isn’t working - I’ve beaten the game at least three times now, so i should have achieved the second Luna badge - haven’t even received the first.
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Beautiful and crisp…but why no mage?
This game has beautiful art and a fantastically intuitive touch interface. It features a rogue, a ranger, and a warrior…but no mage. Given that there is an intelligence stat and wands, I find the lack of a mage class odd. There could also stand to be a few more perks and skill tree items relating to magic. When I play a roguelike RPG, diversity of play styles is important to me, especially in a game that does not have metaprogression. Beyond the magic, my only other gripe is no dial wielding. Other than these, it is a perfect game. Why there are not more First Person Dungeon Crawler Roguelikes is beyond me!
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Brilliant game!
Unique game with an old dungeon crawler vibe. Works great and is easy to control on iOS.
New update is bonkers i like it
Easy 5 star game but it is hard that’s for sure. You will die a lit.
Wird leider sehr schnell langweilig
Das letzte Update kam vor über einem Jahr raus, daher gehe ich davon aus, dass das Spiel komplett tot ist.
Dennoch etwas Feedback für das Entwicklerteam:
Das Spiel war leider keine 5 Minuten interessant.
Ich denke, dass das Problem daraus besteht, dass es keine Antwort auf die Frage gibt, wieso jemand das Spiel spielen sollte.
Ich hätte eine Story und ein Ziel integriert, sowie von Anfang an zumindest 3 Klassen zur freien Auswahl gestellt, damit der User mehr Freiheiten hat das Spiel nach eigenem Ermessen zu spielen.
Die Drops fühlen sich nicht wirklich nach einer Belohnung an. Gerade am Anfang hätte ich als Entwickler starken Loot eingebaut, der womöglich auch besser designt ist, um mächtiger zu wirken.
Hier auch gerne auf Kombinationsmöglichkeiten der Schadensarten gehen, damit der Loot zur Klasse passt. Zudem triggert es den Sammler-Trieb im Menschen, wenn das Sammeln sinnvoller Items belohnt wird.
Ich würde mich fragen, was wir Menschen uns grundsätzlich wünschen. Anerkennung (Held sein), Respekt und Macht (Stärke), Sicherheit etc. und entsprechen darauf achten, dass die Punkte beim Spielen getriggert werden.
Grafik ist so schon okay, nur das Level-Design ist schnell langweilig.
Hier braucht es mehr Abwechslung durch besseres Gegnerdesign.
Die Musik hätte ich auf Orgel o.ä. geändert, um die Atmosphäre dunkler zu halten.
Für das Spiel hätte ich niemals 4€ verlangt, eher eine Donation-Möglichkeit für die Weiterentwicklung eingebaut.
Der Kauf fühlte sich an wie ein Scam.
Viel Potenzial, das hier nicht genutzt wurde.
Schade.
Dennoch etwas Feedback für das Entwicklerteam:
Das Spiel war leider keine 5 Minuten interessant.
Ich denke, dass das Problem daraus besteht, dass es keine Antwort auf die Frage gibt, wieso jemand das Spiel spielen sollte.
Ich hätte eine Story und ein Ziel integriert, sowie von Anfang an zumindest 3 Klassen zur freien Auswahl gestellt, damit der User mehr Freiheiten hat das Spiel nach eigenem Ermessen zu spielen.
Die Drops fühlen sich nicht wirklich nach einer Belohnung an. Gerade am Anfang hätte ich als Entwickler starken Loot eingebaut, der womöglich auch besser designt ist, um mächtiger zu wirken.
Hier auch gerne auf Kombinationsmöglichkeiten der Schadensarten gehen, damit der Loot zur Klasse passt. Zudem triggert es den Sammler-Trieb im Menschen, wenn das Sammeln sinnvoller Items belohnt wird.
Ich würde mich fragen, was wir Menschen uns grundsätzlich wünschen. Anerkennung (Held sein), Respekt und Macht (Stärke), Sicherheit etc. und entsprechen darauf achten, dass die Punkte beim Spielen getriggert werden.
Grafik ist so schon okay, nur das Level-Design ist schnell langweilig.
Hier braucht es mehr Abwechslung durch besseres Gegnerdesign.
Die Musik hätte ich auf Orgel o.ä. geändert, um die Atmosphäre dunkler zu halten.
Für das Spiel hätte ich niemals 4€ verlangt, eher eine Donation-Möglichkeit für die Weiterentwicklung eingebaut.
Der Kauf fühlte sich an wie ein Scam.
Viel Potenzial, das hier nicht genutzt wurde.
Schade.
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Great Dungeon Crawler
The game holds up well, despite being 9 years old on the AppStore.
Overall the combat is smooth, controls are simple, and the gameplay is fun for quick sessions.
I do have some critiques:
1. The character select screen should allow you to swipe between characters as well as hitting buttons.
2. Going into the weapon management description feels like a lot of extra steps to check if my weapon is stronger or not than the others.
3. No real sense of story besides the quotes for each item.
Overall I’m enjoying play playthrough so far. Definitely worth the couple of dollars. Thank you for not doing in app purchases. Great game!
Overall the combat is smooth, controls are simple, and the gameplay is fun for quick sessions.
I do have some critiques:
1. The character select screen should allow you to swipe between characters as well as hitting buttons.
2. Going into the weapon management description feels like a lot of extra steps to check if my weapon is stronger or not than the others.
3. No real sense of story besides the quotes for each item.
Overall I’m enjoying play playthrough so far. Definitely worth the couple of dollars. Thank you for not doing in app purchases. Great game!
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Great game.
This is a good game but it need more and bigger levels. I don't know what the people saying to get rid of the spikes are on, the game is way too easy once you get the hang of it.
Concept is great
Great pick up and play light weight dungeon crawler. Lack Dev of attention is sad, game has potential.
Needs:
-add controller support
-add landscape view
-add sell option to Merchant
Wants:
-Color Keys to unlock doors on each level (Doom like)
-Toggle ranged/melee
-more level diversity
Needs:
-add controller support
-add landscape view
-add sell option to Merchant
Wants:
-Color Keys to unlock doors on each level (Doom like)
-Toggle ranged/melee
-more level diversity
Could be so much better
An interesting premise; good on the idea, but poor execution:
1. No landscape mode which a game like this cries out for
2. No controller support (see above)
3. No ability to sell items
4. Ridiculous difficulty level
5. No ability to learn transferable skills (unlike some other perma-death games)
6. Too few levels / not enough interest on levels (altars, locked doors, secrets, …)
1. No landscape mode which a game like this cries out for
2. No controller support (see above)
3. No ability to sell items
4. Ridiculous difficulty level
5. No ability to learn transferable skills (unlike some other perma-death games)
6. Too few levels / not enough interest on levels (altars, locked doors, secrets, …)
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Unfinished
Creator left game incomplete. No obvious method of roguelike progression, no indications as to achievements, and feels like it was left behind. No sales of accumulated gear or items (although promised on Reddit a year ago or so), yeah. Just kinda a nothingburger.
Will happily change this review if the dev completes it someday.
Will happily change this review if the dev completes it someday.
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Not enough here
There’s s good base of a game here, and it’s fun for a couple hours, but there is no reason to come back and play more after unlocking the few available characters.
