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(2 edits)
  • Youtube Link / Twitch Link
  • Graphics : Fine , the newer 'ascii' tileset over the older one works much better and is easier on the eyes, the latter of which is certainly an important thing for me as doing pure ASCII games for me nowadays is a bit difficult.
  • GUI : Mostly fine, true to form for roguelikes or ASCII games, it can be a bit difficult to read or find certain information.
  • Performance : Fine
  • Music / Sfx : 
    • Music : Fine but might need some balancing. I also like that it seems to be dynamic.
      • How is it being done, midi tracks, generated?
    • SFX : Fine
    • Gameplay : Good, I didn't experiment much with interactions as much as I'd've liked (setting grass on fire, freezing water , etc, but I like that there is interactivity here.
  • Misc Issues : 
    • Had troubles capturing video for the stream.
    • Being set on fire by a tile of snow or water is certainly an experience.
  • Notes : 
    • Not keen on the lack of a dedicated wait, but with how combat is , it's a bit more intentional on timing and learning enemy attacks so it kind of works.
    • I feel like it'd be pretty possible to end up softlocked , I didn't encounter such a problem but it does make me wonder with how certain things are set up.
    • What's with the ASCII aquarium?
    • I didn't interact hardly at all with the meta-progression village but I like that it's there if people want to do so.
      • Same with mixing potions
    • Maybe the point deduction from steps taken should scale up at thresholds? 
    • It'd be nice if the one pot that acts are a general storage device would just act as a wearable backpack and increase inventory space, it's a bit fiddly to put things in and take it out. If putting things in and taking them out use up a turn, it could still be done but with QOL as the items inside are either in a separate but connected window you can scroll to, or just are highlighted to indicate them being in the pot.
    • Option for an HP bar above our character's head like how the enemies do would be nice.
    • Thrown weapons might do with a buff, it feels pretty weak a good chunk of the time.
    • Jagged rocks blend in , might do with a slight differentiation in colour
    • Never encountered a puzzle, I think these are only in certain dungeons , so I can't say on how well they were done.
  • Final Thoughts :  Overall I do like this , I like the various interactions with elements (per the name) in the environment and the potential growing hazards if left unchecked. There's also no qualms about your character being pulped within the first ten turns of some of the harder dungeons, for better or  worse but it certainly doesn't seem like it'll leave you wanting for a challenge.

Thanks for the impressions :) The midi tracks are from a musician called Ivanastan on Bandcamp, but I specifically picked midi, so I have more control over what to do with the music. You can speed up/change values in an mp3/wav as well, but a midi allows you to even remove entire instruments or only slow specific parts of a song, and I played around with that for different situations as a kind of "adaptive" music system.