Kleroo
Recruit heroes, each with unique stats and abilities, and lead them into ever-changing dungeons. Each run, 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.
Assets used:
Published | 16 hours ago |
Status | In development |
Platforms | HTML5 |
Rating | Rated 5.0 out of 5 stars (2 total ratings) |
Author | Dweomer |
Genre | Role Playing |
Made with | Godot |
Tags | 2D, auto-battler, autobattler, Dungeon Crawler, Hack and Slash, Incremental, Loot, No AI, Roguelike, Roguelite |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Mouse |
Links | Steam |
Comments
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No save game?
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.
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.
oh did you select the boss room ? because i did test that almost all squads can survive a difficult encounter
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 :)