Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

letting me click an enemy and read their inventory before i decide anything is the smart bit, i recruited a goblin on floor 3 purely because i could see what he was carrying. recruit or leave as the whole decision is tight. wouldnt mind a line of flavour on why each one wants to join, that would make the betrayal land harder

I wanted the recruit / motive to be part of the roguelike cycle. You'd recruit, read the dialogue to get a hint at the recruit condition and then when betrayed again for why they betrayed. I like nudging the player instead of giving the answer right away.