Start with a randomized hero, then fight through dangerous dungeons to find powerful gear, recruit loyal followers, and unlock new abilities.

In the dungeon choose one of three rooms, fight, find treasure, heal, or stumble into surprises. Watch your heroes battle automatically and collect gold, gear, and rare loot.

At the end of a dungeon, decide: take your rewards and return to the city, or push deeper for multiplied gold and deadlier foes.

Wishlist on Steam


Inspired by Diablo’s loot chase, Darkest Dungeon’s party strategy, Might and Magic’s fantasy depth, and the addictive loops of Loop Hero and Vampire Survivors.

Please note this is an early build of the game. Your feedback is highly appreciated and will directly influence development.

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Assets used:

Updated 1 day ago
StatusIn development
PlatformsHTML5
Rating
Rated 4.8 out of 5 stars
(16 total ratings)
AuthorDweomer
GenreRole Playing, Adventure
Made withGodot
Tags2D, auto-battler, Dungeon Crawler, Hack and Slash, Incremental, No AI, Roguelike, Roguelite, Singleplayer
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse
LinksSteam

Development log

Comments

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Fun game.

Just sad that I can't really do anything with the 70mio I got from getting a run past floor 16.

Some other points.

- A small pop up or text when u or an enemy dodges would be nice.

- There is no point in getting any companions that cost less than 4k (except 1 for healing on kill) because you can endlessly reroll and have no time/attempt limit.

-The attack charge bar on enemies seems inconsistent somehow (sometime the same enemy attacks quicker/slower), are the stats on enemies with the same model randomized?

-not being able to run the graveyard after lvl 7 seems dissapointing, maybe just put a large difficulty jump on some floor, so you can still come back to it afterwards.

-can't comment on anything death related cause it somehow has still eluded me.

Thanks for playing, in the new version coming in nov all of it will be fixed. Because we will add some more gameplay outside the dungeon there might be new problems i hope you will play again then :D

It's a funny game.

Very easy to earn 100000+ coins when I'm able to clear 7* up.

The cost to reroll equipments in shop is fixed 50, which is too cheap that I can keep reroll until full set of epic. 

I dont know how to change member when my followers reach maximum...

Thanks for playing, right now you cant change followers but in the next update it will be fixed.

(+1)

maxing dexterity until 0.1 attack speed is very satisfying, but probably scales a little too quickly. Maybe some non-linear Attack Speed from Dexterity would make sense

Yep for the next big update there will be big changes to stats :)

Well... My hero is level 7, the graveyard says the max level is 7 and it blocks me from entering saying one of my heroes is above the level cap.

That needs better clarity.

You need to go to goblin keep, the top dungeon.

That's what I did, but still doesn't change that the info is confusing.

Either change the cap to level 6 in the text box or let level 7's into the graveyard.

i will see to fix it in the next update

Thanks for such a solid demo!

I liked the gameplay loop, and somehow managed to get very overpowered early.

A few recommendations:

  • Show Damage taken numbers (with indication how much has been reduced by defence)
  • Show when you dodge
  • More weapon veriety with different passive bonuses (Axes cleave another target, daggers have higher crit damage coefficient etc)

I would love for there to be lots of hidden things to look for on the map and in dungeons which could uncover secrets, lore or easter eggs!

As for the ghost on the map, is the 'OoooOooo' an Ultima Online reference? :D

(1 edit)

Thanks for the feedback and playing i will add them to my list :D
I cant reveal any secrets yet :D

Is that because there aren't any secrets, or the secrets are so secret, that most people won't get the reference?

One of the two is real but i cant reveal it :D

I've been testing the game for several hours, doing 3 runs from scratch, and this is my feedback.

1) The game becomes impossible after dungeon number 12 or 14 depending on your gear, but basically, equipment and stats doesn't improve from purple, so the stats are very limited and the difficulty keeps increasing.

The only thing I feel I have left to do is level up until I can overscale the creatures, which isn't motivating.

2) There's a bug where if your stash is full, the last slot isn't used, but if you move an item there, it's destroyed.

I'm going to assume that people who were able to complete the game at level 11 did so on an earlier version, because even with a level 30 party, full purple gear, with 9 companions I can't get past level 14 (and that's even though I tried to avoid fights as much as possible).

Despite everything, the game has a lot of potential, it just needs some fine-tuning.

To finish the demo you need to do 20 dungeon runs not to get to level 20. You can write me your name here and it will be added :)
And thank you for the feedback.

Oh thanks, that makes sense. Anyway, I think I'd completed more, and I don't know why I felt like it wasn't adding up. I'll play one more time to check.

How does the system count? Is the run complete when you're defeated inside the dungeon? Does entering and exiting add up? It only adds up if you beat your highest previous depth?

In case I can't figure it out, here's my name: Nobuhiiro.

When you enter a dungeon that is considered 1 run so you need to do 20x this :D  but i will add your name in the next update.

I was able to finish it and sent the request via in game, I'll let you know so I don't appear twice haha but thank you very much, I had a lot of fun, I'm looking forward to the release on Steam.

Np :) and thanks for playing and feedback.

I "completed" the game and had some fun! I think for the demo progression felt a bit quick as I had pretty much the best equipment and only the most expensive companions before I had 10 dungeon completions. Would love to see this expanded a lot and to really encourage more choices when dungeon crawling since there's often relatively safe paths through lower levels that don't offer much difficult choice.

Thanks for the feedback and playing.

Noticed a tiny bug. If you're in the options menu, you can still click on help. doing so causes the help sequence to play behind the options menu (which is unresponsive until you finish going through the help sequence)

(+1)

Thanks for the find.

Fun little update, i like the idea of having allies instead of a party better. But i wish there was a way to dismiss allies, being stuck with them forever feels pretty restrictive. Haven't had a a chance to die yet :P , but im sure the changes were helpful. 

The update post mentioned "finishing the build", is there a supposed max floor for either dungeon? I went till floor 8 but by then i was getting one/two shot by even normal foes so any deeper looks pretty dire 0.0 

Thanks for playing, and i will implement to dismiss the follower in future updates :D
You can click on the fire in the town and there you can see your progress to finish the game.

How goes devving?

(1 edit)

Hi :) in about 1 week a nice big update will come, with some changes to test a different approach. And i will add the additional names that you sen last time in this build.

Okay, I'll give it another whirl in about a week then. Happy devving!

thanks

Can't escape from a boss fight when you realize you can't win.  Party getting wiped is horribly unforgiving.  No saves, basically it's a hardcore game when you're fighting bosses.  The amount of grind is ridiculous.  It's pretty fun, but you have to play cautiously if you want to avoid losing hours of progress.

That is why I only attempt bosses at level 4-5 party level, unless I have most gear slots filled with blues at least. Then I might attempt a boss fight. However, the deeper the floor, the harder the fight, so keep that in mind too.

Thanks for the feedback and yes it is roguelite + roguelike :D

Just so you know, if you click "View All by Dweomer" the game is still called Kleroo in the cover art. Its also still called Kleroo, when you hit the Play button, though I'm sure that will get addressed with the next build. 

Noticed today the name change. 

ty i am updating today the images and trailer :)

Don't forget to update the URL too! 

It shows up as https :// milopanta . itch . io / kleroo (added in the spaces)

(1 edit)

thanks, i need to do it bit later, and i need to change the loading image

(2 edits)

Some further feedback:

1) Graveyard level 6 is too hard. I've lost 2 well geared squads to it, and only completed it once... and barely survived. You really do need a level 7+ party to do it, but you can't do graveyard at level 7+. 

2) Party perks are definitely not being applied. 

3) I'm not sure Dodge is being applied. Even with +20 stat, and I think dexterity is used for it, and its at 31, the character still regularly gets hit, and not actually seen them avoid damage entirely. 

4) I think defense isn't reducing damage completely, as I have one character that has like 40 defense, and regularly takes 1 damage hits. 

5) If you have too many loot items, you cannot select the middle two characters, to see if they need any upgrades. Usually a result of doing Gobbling keep at depth 5 or depth 6. 

6) Too many rings at Emberforge generate with low rolls, despite appearing to be rare or epic quality. Cost a fortune, but why would I spend it on their low rolls?

7) Noticed with the Emberforge, that each item is generated at a specific tier, with the worst items generated at far left, moderate items generated in middle, and best items generated at far right. Thus at late game, you have to reroll constantly to get epics in far right slot, to have any upgrades. 

Hmm some perks apply only to the hero not party wide, are you sure that not one perk applies ?
I think emberforge can be updated with ugprades for higher quality loot etc but that is for the next update.

(1 edit)

I had three perks that said that it applied party wide, and my last character had +15% critical chance. Though can't confirm if that is applied, as you don't have critical chance listed on the character sheet. Nor for dodge chance. 

Each party perk I had once each. One was supposed to give greater defense. Another greater dexterity. And last one was like +15% damage party wide.

I will double check it

(1 edit)

Playing some more, trying out new stuff, noticed these:

Bugs?

1) Hovering over Steam Icon says "Game Options"

2) Clicking either increase or decrease music volume, changes the music track. 

3) The trait "I have +40% strength (min +5) but -15% defense" doesn't work. My character's strength is 5, so unless they rolled 0 strength, this isn't working. 

4) Not sure team buffs are being re-applied as they level up and gain more stats. 

Addendum to #4. Definitely don't think these buffs are being applied. Found a character with 2 dexterity, with a team buff, giving them and everyone else a minimum of 3 dexterity. 

About the buffs it only shows when in combat. And thanks for number 1 i will fix it now.
Oh about number 2. i had a lot of troubles to make it work so i had to use a quick fix when you change volume to change the track.

Feedback (as promised):

-> Completed the current content, submitted my name, with a severely overgeared level 11 party. By severely overgeared, I mean that I was killing the ogre boss in less than 2 seconds on floor depth 3. 

-> I found it very difficult to find epic quality gear for rings and chest armor. 

-> There doesn't seem to be much value in going deeper than floor depth 5. The amount of scaled difficulty is so high that, you risk losing your team, by trying out depth 6. 

-> Found it weird that the ogre epic sword was only 5-10 damage, as by that point all my weapons were 10-20 damage. 

-> I tended to avoid Potion, Loot, and Trap rooms. They just didn't seem to be worthwhile to visit, even when I was on depth 5 for loot rooms, or even when I was out of Potions. You only get one potion per room, and by the time I need potions, sometimes I'm using 2-3 potions a combat encounter.

-> Really could use a sell all items button. Often I was doing fast runs, to get the campfire progress, and so I'd load up with loot each time, and then have to manually sell each item. 

-> Ogre boss felt easier to fight than the Skeleton boss. Could simply be because I was overgeared though.

-> Earning levels got pretty hard, unless I was regularly visiting floor depth 4+. 

-> Possible cognitive bias: My two lowest hp heroes, always seemed to get targeted by enemies, while my two tankier heroes, barely ever took any damage. 

Some enemies target differently, low health targets or change target after each attack or random.
And thank you for the feedback :)

Okay. It was fun, while it lasted, but again, if I were to do a longer game, I'd need save/load. Right now, sitting for about 1 hour playing in one sitting is "doable", but if more content was added, I'd need save/load breaks. 

Happy devving!

Bug?

The Emberforge doesn't stock better items, once you get to the Goblin Keep. Thus, you have to reroll it constantly, until you get an epic available to buy. 

You mean if you finish gobbling keep it does not refresh the items ?

They refresh, but the quality of them doesn't improve. Still finding all the same items I'd find when doing the graveyard. 

That is by design :( for now only the 3 option is stronger than the goblin keep items.

Bug?

Graveyard prevents you from entering at level 7. But the goblin keep suggests you have level 8+ heroes. Hope my level 7 party survives the goblin keep. 

You can go earlier in gobbling keep.

Ahhh

I dont like the auto correct feature i dont even know what gobbling keep is :D

I was wondering if goblin keep was a typo :P

Bug?

Loot Room (3 barrels) the loot doesn't scale with your floor. The gold I got from it on floor 1 and on floor 5 was the same... roughly 5 gold. 

Right now the room rewards dont scale with level i will see to fix this in the nextversion.

Okay. You could make it where these rooms have the highest chance for high quality items, like epics or rares, dependent on floor depth too. 

(+1)

Pretty fun! I played it for a little bit. It would be cool if it saved state across browser plays. So if you close it and come back you could pick up where you left off. 

I did notice one small bug where if  you selected one character in town with say half health. Then in town you heal all characters fully. The detailed view of that characters health would not update, they still appeared at half health. But they were full health in bottom of screen. Clicking on a different character and then back updates the display. 

(+1)

Thanks for the find i will check it :)

Some remaining thoughts:

1) If the amount of loot to be grabbed exceeds your backpack space, maybe convert any items left behind into 1/4th their sell value, so you at least get something for your trouble. So if it normally would sell for 12 gold, the conversion turns it into 3 gold. 

2) Deeper floor level should dramatically increase loot drop quality, to encourage more risk v reward dungeon delves. 

3) The boss fight should be the same difficulty regardless of dungeon depth and should only be available once per run. Otherwise, its way too easy to farm them on floor level 1, with a level 5 group, and then get a ton of easily acquired powerful items. 

4) For rerolling the passive, perhaps change the cost based on average character level. So if your 4 heroes are an average of level 3, maybe reduce the cost by 25%. Thus at level 4+ average, it costs 1000 gold, but it costs 250 gold less, per average level below 4 (so 250 at level 1), but also increase it per level above 4. So average level of 6, would cost 1500 gold. 

5) Make it so that the rerolled passive is stronger than what you could find normally at character creation. Thus you might want to attempt to reroll it more frequently. Perhaps the passive is 10% stronger per level above level 1? So if you rerolled it for a level 7 hero, the passive would be 70% stronger than normal. 

Otherwise, shall wait for next release.

The 1, 2 and 3 makes perfect sense. I was thinking to have a room that offers to buy your items for a price but yes getting something in return for your leftover items is good too.

My idea is to completely remove rerolling passives and have different rarities for passives. Because i does not feel good to reroll something important like this. But i am thinking to have same passives with different rarities. For example lowest rarity only gives the bonus to you, second gives to the team and the most rare gives the bonus even when not in the squad something like this.

Thanks for the great feedback.

(+1)

Could always swap out the lightning bolt for a store that you can buy stuff with your gold you have in your pockets and/or sell other items to. I personally don't ever visit the lightning bolt anymore. Even a double sword encounter, at depth 4 is less likely to TPK my group than that lightning bolt is. 

Yeah rerolling passives feels like a crutch at the moment. Maybe instead the building should be used to upgrade a passive, when you have the rarities. So say you have the common version (self only) passive. Upgrading to party passive costs say 1000 gold. Upgrading to the roster passive costs say 10000 gold. That way the building is still useful, but not in the way it is currently. 

Not a problem. Thanks for the interesting game. As a game developer myself, its nice to find streamlined games and learn to improve my own games. 

(+1)

Well, poop. Closed the game to do something else, came back and lost all progress. Had a level 6 group that was fairly well geared too. Oh well. 

Will check back on the game later I guess. 

Sry about that save and load system is no implemented :(

I understand that it can be hard to implement such a thing, so no rush. The only thing is in order to do longer games, and get feedback on deeper dungeons, some level of saving will be needed. 

(1 edit)

Some suggestions:

1) Quality rooms. Have rooms generate as normal (white), blue (slightly harder/better), yellow (harder/better), and purple (really hard/better). So then it would make for more interesting exploration and more consistent ways to get really rich or really powerful quickly. 

2) Able to upgrade the blacksmith. Each upgrade reduces costs by say 10%, and adds an extra item to be sold whenever visited. 

3) Combo Rooms. A room with two symbols on it. So say a double sword and a healing symbol. So everyone is healed on entry and then combat ensues. 

4) Elite monsters. Higher xp and loot, but tougher. 

5) Continue exploring. Allow a group to stay on the current floor, to keep exploring, rather than either forced to retreat or descend. 

6) Allow heroes above level 7 in graveyard. However, make it so that they earn level disparity * 25% less xp. So at level 9, they'd earn -50% xp. This way you could use a higher group to farm low-level equipment for a fresh party. 

(+1)

So some issues I've discovered:

1) Clicking Sell All damaged items, includes the ones you are currently wearing. Was wondering why my damaged shield and damaged swords kept disappearing. 

2) In the help screen for the dungeon, it never explains what the lightning bolt does. It seems that on the first floor, it gives loot, and second+, it deals massive damage. 

3) The cost of rare items at the blacksmith is so high that I'll probably never be able to afford them... and then when I do have the gold, it will have different items. If only I could "save" an item so that once I have the gold, I could buy it. 

4) The game doesn't explain if the heroes can cast spells or they are all melee types, and thus what kind of stats to try to get for them. 

5) Why does a damaged helm grant 0 defense, but a damaged leather or damaged shield grants 1 defense?

6) Some of the text is hard to read, with the font chosen. In particular, when it says to only attempt the boss, I had to get really close to my 1920x1080p 36 inch screen to see that it was saying level 3... the font from afar looked like 8, but that didn't make sense as the graveyard only lets in up to level 7. 

7) The difference in foes for a single sword or double sword is not that significant. I think I get 2 more foes with a double sword. I'd suggest at least double the foes.

8) It might be nice to manually use a healing potion. That way if I hit a trap room, I wouldn't Total Party Kill (TPK) my entire team, if they were at low health. 

-----

Otherwise I'm liking it. 

(1 edit) (+1)

Additional things I've noticed:

9) Swords in graveyard only ever generate as 2-4 damage. Blacksmith can generate swords for 5-10 or even 10-20 damage. While otherwise, blacksmith and graveyard generated armors have the same defense stats. 

10) Several stats are poorly explained. Like what is the difference between Strength, Dexterity and Stamina? Hovering over them says nothing.

11) Typo with Strength and Attack Speed when hovered over. 

12) What does +1 dodge mean? Am I limited to 1 dodge per combat, and this increases it to 2? Or is it +1% chance to dodge?

13) Healing rooms on deeper floors don't heal for more damage. And visiting a potion room at max 5 potions, does nothing... doesn't even heal the lowest party member. 

14) Going deeper doesn't seem to do anything, other than increase the risk of death. I don't feel like I find more or better items at floor level 3, vs floor level 1. I don't feel like the amount of gold is better. I just feel that my characters are more likely to die, for no benefit. 

15) Reroll passive seems like a good idea on paper, but poorly implemented. For 1000 gold, your passive must really suck on an otherwise well rolled character. And with the new passive possibly worse than current one, I'd at least suggest it roll 3 random ones, and you choose which of the three you'd prefer. 

16) Rare Death Shield and Epic Death Helm, always rolls the exact same stats every time they drop. 

Thank you for the detailed report, i will fix some things in the next update and work on some that require more work for a big update.
2. It does damage all party members for a %

3. Once you start doing level 4 or 5 dungeons you will have a lot of gold :D

4. There is only one type of attack.

12. 1dodge means 1%

16. It is like a boss drop that is always the same.

Thanks for the response. Will wait on the next release to play more.

(+1)

This game is crack and I am addicted ! 

thanks :D

(+1)

Well I started playing this game and here is my thoughts on it:

1. My first impression of the game?

R: When I first started playing Kleroo, I was mentally preparing for a normal rogue adventure (yes, I didn’t read which games you took inspiration from until after I played the game for two hours straight because it had me in a chokehold that I only managed to escape because of hunger). I was surprised to find out it had permadeath, which automatically makes me curse since it’s one of my least favorite mechanics in gaming. But even with that, it didn’t stop me from playing the game for a good while, and it was really, really fun to me. It made me think more strategically than most games I’ve played that is, until I made my team too OP by grinding on the first floor of a dungeon until level 6, with everyone having rare to epic equipment.

2. Gameplay Clarity?

R: The gameplay clarity was somewhat straightforward because I understood most of the logic to follow, but that’s more due to having played so many RPGs. Even then, I just needed to reread the instructions which were easy to find and rely on some trial and error. By the second time, it was enough.

Not specifically about gameplay clarity, but something I wanted to bring up: the weapons even the ones in the player’s possession have a tag showing how much money they’re worth. But I, for the life of me, couldn’t find a place to sell the items I gathered in the dungeons. Not sure if it was just me not finding it or if it didn’t exist. Either way, I’d like clarification on that.

3. Emotional Feedback?

R: Even before reading which games you took inspiration from, I could already notice some of the influences especially Darkest Dungeon, with the party system (RIP my first party, my underplanning got them bodied in the first level of the goblin dungeon). You nailed the addictive feel by balancing the challenge of exploring the dungeon with multiple safe rooms and healing rooms. (Though they did make me a bit anxious, since I thought they might lead to a boss battle, like Moonlighter’s healing pools before a boss fight.)

I really enjoyed that the dungeons can be explored without going in blind by that, I mean the symbols indicating what I’ll find in the next room. Though I can imagine some players would prefer a hardcore setting where that’s turned off. Just a thought it’s something I’d at least try once.

The auto-battle sometimes made me anxious because it didn’t always let my party follow the best tactic for example, helping a struggling ally against a monster. I kinda got over it by stacking them with good gear, but I was also curious about the possibility of a system where you earn points to increase a party member that’s tied to the player, not the party. That way, if they die, the unspent points wouldn’t be lost (while spent ones still go down with them).

Something else to mention was the forge. Since it worked with RNG, it wasn’t as useful as I hoped. But granted, I was speed-blitzing through the levels of the goblin dungeon and ended up with good or better-quality equipment mostly thanks to luck. I imagine in future runs, the forge will play a bigger role.

Progression at first felt a bit slow in my first run, honestly, and the gold gained early on felt kinda small. But that’s more a result of the risk/reward system you implemented, my lack of familiarity with the game (humbled by my first run), and my own planning. On the second run, it was far quicker, so from my perspective, it’s actually pretty well balanced.

All in all, it was a nice experience. As someone also working on a rogue game though without permadeath it was a nice learning experience. To be honest, it even made me consider trying other games with permadeath to see if I’ve been missing out. When it’s fully released, I hope it gets many downloads so I can see what comes next. If there’s any updates  you can count, on me to give it a spin!

Thank you for the detailed feedback i have added some parts to my notes :)
About the perma death i wanted to have it ingame but it is more like a soft perma death because if you have items in the stash you can just create a new team and continue. And selling items is not so good implemented, there is a building bottom middle, where you can click the icon to sell all damaged items or click the dollar sign and then press on items that should be sold.
I love the idea about hidden rooms, it can be a special dungeon where you dont see what is next or something like that.

One question, when you equipped items did you look at the stats or just checked the rarity and then equipped ?

Thanks for replying. I caught on the stash mechanic which I wished I knew about during my first run (Mostly because I wanted to get into the action right ahead). I'll try going there to see if I can sell the items though possible making it a bit more visible in future updates?

I looked at the stats first, and then the rarity before equipping. The magical tier items are good but they kinda pale in comparasion to the higher weapons. A possible link where they also update along with the player weilding it?

(+1)

I need to work bit more on the city in the future updates. I have few ideas for the next updates that i want to test before deciding what will be in the game :D

(+1)

That’s a sound approach having the city in the game respond to the mechanics will definitely make the gameplay richer, and it’ll make me want to play again just to figure out how I can use the system to my advantage (well, after I get defeated a few times, but a victory without some losses isn’t really a victory).

(2 edits) (+1)

Finaly done eh?  👏 I always liked your games good job on this one

thanks :D

I see you aimed for steam too, fire!

(1 edit) (+1)

I like the game but I've got some feedback to give:

- there should be a way to see all the stats (dodge, crit chance, crit damage)

- it isn't clear which stat does what, especially does dexterity increase dodge? But with the first point it should be clarified anyway.

- I can't complete the game because I have 8 level 11 characters and there is no way to send them to battle (max level reached even for goblins) . Of course I could sell them but... :-/

- even with a level 11 character, I get 2 shot if the goblins manage to hit me. And my setup is 3 chars giving 30% armor + 10% dodge to all the team + 1 extra (30% crit chance in the 1st team, 15% damage to all team in the 2nd). It makes it hard to understand the  reason for level capping and it also feels "wrong", it's not linear progress

- it would be great to have more epic loot (edit: more distinct loot, not more occurences) and maybe an infinite mode too

- as Forgotten said, being able to click on the exit options would feel more natural

Still, it's much fun, thanks for this game!

You should be able to send them into the goblin keep there should be no max level but i will check, sorry about that.

Thank you for the feedback i will add them to my notes :)

Yeah looks like once your character is lvl 11 cant enter goblin keep anymore

i am fixing it in the next update :(

(+1)

Dwe to ze rescue !

(+1)

Very nice 👍

thanks :)

I’d be really grateful if you could take a look at my work, any feedback would help me a lot

You need to make your games playable in the browser :(

Maybe in time😉

(+1)

No save game?

there is no save game in this version and playtime is around 30-60min

(2 edits)

Hey there Dweomer, wanted to give you some quick feedback for the new version of the game(congrats btw!).

I can already see how much work youve put into this new build. The visuals are a huge step up from the prototype. I think there is alot of potential here, I really like the idle RPG loop of recruiting heroes and sending them into dungeons for loot.

My biggest piece of feedback right now is that I feel a bit disconnected from the party members and the action. In the previous version of the game, I loved seeing the hero running around and visually engaging in combat. The new version feels like its lacking with feedback of what your party is doing, I dont really get a sense of when a party member is about to attack or use an ability. It think a visual element could help alot here, like a small progress bar or a quick animation, that showed them charging up their attacks. It would really help me feel more engaged with whats happening on the screen.

Also small nitpick here, but it would  be nice to if we could still click on the exit we want to take, instead of needing to use the buttons, or arrow keys. 

All in all, great work on the update! Im excited to see where you take the game from here. Good luck deving.

Ty for the feedback i wanted to test if players still miss the small icons that are shown on the battlefield :D i will see to bring it back in the next update.
I have one question, when you equip items do you check the stats or just put stronger gear on heroes without checking the items stats ? When i play i do it all the time like that and i dont like this design wise :D

I personally look at stats, and will replace gear based on stats not quality.

thanks i was not sure if i only do it other way around :D

(+1)(-3)

absolute trash. my starting squad died on the first battle, which deleted them and essentially bricked the game because i now had not enough gold to hire new ones.

(+1)(-1)

oh did you select the boss room ? because i did test that almost all squads can survive a difficult encounter

(-1)

i have no idea what i selected, because instead of words youre using arbitrary symbols for the room selection. all the description says is "theres a door/staircase/some shit in this direction, go this direction?"

I know what you mean i will add more info when selecting doors

I had this issue too. Didn't know I entered the boss room on my first encounter, loss my squad and didn't have enough gold to buy new ones, effectively soft locking myself.


Wouldn't call the game trash though, that's a bit much. Just an issue to consider.

Thank you for not calling it trash :D

I'm not a fan of permadeath either. The game is mostly idle, and a lot of time is invested in the heroes. Only to lose all that because you were not cautious enough? (Didn't happen to me — I'm very cautious.)

That said, if it happens right at the start, you didn't lose much. Just click "Restart game" in the settings.

I was thinking that we can stash some items if the main team dies that you can recruit a new team with items and not start from 0 :)

I want to buy life insurance in the town. :)

interesting idea :D