Game is fun but being able to roll 0 on gold feels pretty crappy. Would be nice to at least get 1 gold at a minimum, otherwise it just feels like the battle was a waste of time and resources.
Absolutely in love with this. Confusion might be a little too strong - all of my weapons broke in an incredibly long fight where I basically couldn’t do any damage - but otherwise this is amazing.
Man this game is so good. At first I was like oookkkay RNG I get it..until I realized Im actaully bad at timing and this is just straight up gambling game for me which I LOVE! I will be back to try this again soon...lovely game my friend.
Very fun. I had a few notes which might help with upcoming modifications:
The early game feels very RNG-focused. To get a winning run, I felt the best was was to repeatedly roll the first map to ensure I got good items. Otherwise, the final map was too hard.
Early game, you can get a big chunk of gold from the chests, but very little from encounters. I'd like to see less zeroes in the encounter loot tables, even if that means inflating the cost of items. It just feels bad.
I'd like to see some balancing of the level up bonuses - as it is, I am always trying for the power upgrade.
As some others have said, see if you can find a way to make it so the best way forward isn't just punching enemies which can't deal you damage.
Cool concept! My main two criticisms are how limited gold is early on and the fact that, at least from what I got in my playthroughs, upgrades and items lean towards defense over offense, which lead to battles consisting of chipping away at opponents that can do little or nothing to stop you. A particularly egregious case was against two reptilians who couldn't damage me due to defense items, only inflict confusion. So I sat there doing one or two damage every other turn or so for about 10 minutes...
Really cool concept, I like that there's a little bit of strategy involved with the moment-to-moment gameplay as well as just strategising apart from that, nice job!
rogue'like' is a random game everytime with the same core gamplay loop, are you looking for rogue'lite' where you get meta progression to help enhance a later run
TL;DR - no checkpoints/respawns, probably a roguelike
Roguelike in simple terms is: when you die, there's no save/checkpoint, you have to start at the beginning again (The name comes from the 1980 game Rogue, fun fact!). Hence what makes this game a roguelike! (:
Like the other individual said, roguelite is where you still start at the beginning, but you can use your progress toward future runs
(Hades, for example, is a very popular example of a roguelite, as you don't have any run "checkpoints," but get to level yourself up outside each run.) Hope this was interesting and informative (:
It's a neat idea (and there's a reason I keep coming back to it going "maybe this time..."), but a couple of things are making it very, very frustrating:
The number of times I rolled a 0 for bounty. I realize this probably means my reflexes are bad and this is not the game for me, but I was really low on gold for a really long time.
There were times that the strategically right thing to do was tedious. For instance, I got a shield that meant that slimes in the first section literally could not hurt me (they only had 1s and 2s, which the shield reduced to 0), and given the limited number of uses of the knife, the right thing to do was punch them. For a point or two at a time. And then let them fail to damage me. Over and over.
There were a couple of places where the options weren't quite clear. I didn't realize that an item was a single-use thing (maybe that's on me); I also didn't realize that when you rest a second time at a campfire, you were risking having monsters show up.
The confusion from the reptilians was also a lot. Suddenly I had nine 0s on each reel, which meant that I was doing minimal damage each round, which meant the combat just kept going and they wore me down.
Just some things to consider. I'm not sure it's going to stop me from coming back to see if maybe this time I can beat it....
Yeah I agree with basically everything here. Tbh, I didn't mind doing the tedious strategically correct thing because it felt like I was outsmarting the game, but over a long time I know that can feel quite tiresome. Maybe just instantly winning a fight if enemies cannot damage you at all would be a good idea?
I didn't even realize at first that you could rest more than one time. I needed to find a second rest spot to figure that out.
I wish the game would just give you a certain amount of gold instead of making you roll for it, missing out on gold is probably the most frustrating part.
And tbh I really didn't like items that added things onto my reels. During the lategame, I was losing out on damage by rolling fire from a coal instead of a damage number on my knife, and it felt really bad, specially since burn and poison really don't scale like your normal numbers do. Maybe a good change would, instead of adding a poisonous reel when you get a venom, make a damage number in the reel also apply poison or burn, and then it'd feel very satisfying to hit those.
Something that kinda sucks, too, is that you can't sell or get rid of artifacts, only weapons, and you can't chose not to take them. I wanted to get rid of the coal I had gotten in my winning run somehow, but there was no way to do it.
Oh! Yes, also that thing about artefacts, especially since you don't even get to choose which ones you get from a treasure chest. It's absolutely the case that adding poison or burn to a high-powered weapon just waters it down.
really enjoyed myself, bit of luck and skill involved. Final boss was a little underwhelming. If you have all armour pieces it's super easy, other than that I quite enjoyed myself! Would love to see a larger verison of this game in the future
It gets a bit tedious at times, but realizing this isn’t as random as you think (you can time when to stop the roulette) makes it less frustrating and more appealing. I also like the push-your-luck rest area.
One thing I’m not sure how to rectify without taking away the ability to manually time your stops… When you have burns/poisons fighting against enemies with burns/poisons…so many reels per round, making battles feel less snappy.
Poison is quite strong. Burn is capped at 3 per and disappearing right away, so it always feels not worth it compared to weapons that can deal more especially once you can get more than 3 per reels on average.
There should be a way to access the settings in-game.
I have not found a way to peoperly clear the game without a shield, and with one the run becomes a test of patience.
Art is very nice to look at, I like it. I also like that every enemy has traits you can learn.
I have a question, what's the difference between poison and fire? Are they calculated differently when doing damage?
Also, I haven't figured out how to get rid of artifacts, which is annoying because sometimes I'll get an artifact I don't want randomly from a chest and then I can't get rid of it.
Fire is all used at once, so if you have 3 fire, it is three reels. Fire disappears as soon as it is rolled. Poison has the same amount of reels, no matter how much you have.
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Game is fun but being able to roll 0 on gold feels pretty crappy. Would be nice to at least get 1 gold at a minimum, otherwise it just feels like the battle was a waste of time and resources.
The main mechanics are amazing, very fresh congrats
i love your Merchant character sm! id love to get him as hes smiling in Orb Tower as a tattoo! keep up the great work
Super cool, Minotaur killed me :) At some point it becomes very lethal, I wish there were more options to restore hearts
Absolutely in love with this. Confusion might be a little too strong - all of my weapons broke in an incredibly long fight where I basically couldn’t do any damage - but otherwise this is amazing.
Good game, beat it on the first try.

The "0 Gold" Rolls are annoying. Out of Treasure Chests you get 20+ Gold, from encounter 0-5...makes fighting not worth it, as your weapons break.
Crossbow and Warhammer are really Strong
Love the artstyle and the mechanics are nice, with some more roguelike/roguelite elements it would have plenty replayability!
Great game! I hope it will find its way onto multiple platforms
FIRE
Good game play and ameizing desain
Was playing the game when it randomly froze after I used my crossbow on the hydra thingy
Still very fun game I like it
Man this game is so good. At first I was like oookkkay RNG I get it..until I realized Im actaully bad at timing and this is just straight up gambling game for me which I LOVE! I will be back to try this again soon...lovely game my friend.
Very fun. I had a few notes which might help with upcoming modifications:
this game rips, great job!
very fun def gonna play steam version
Cool concept! My main two criticisms are how limited gold is early on and the fact that, at least from what I got in my playthroughs, upgrades and items lean towards defense over offense, which lead to battles consisting of chipping away at opponents that can do little or nothing to stop you. A particularly egregious case was against two reptilians who couldn't damage me due to defense items, only inflict confusion. So I sat there doing one or two damage every other turn or so for about 10 minutes...
fun game. I got three of the bracelets that increase your base damage.
Really cool concept, I like that there's a little bit of strategy involved with the moment-to-moment gameplay as well as just strategising apart from that, nice job!
I love this game and the gamble aspect of it. Pretty visuals, catchy music, engaging gameplay🔥
I finally beat the game! It was really fun, I loved it. Can't wait to 100% it on Steam.
I usually despise turn based combat but I LOVED this game. Wishlited on steam!
i like this game but idk where's the roguelike part
rogue'like' is a random game everytime with the same core gamplay loop, are you looking for rogue'lite' where you get meta progression to help enhance a later run
Oh that's it. Thx bro
TL;DR - no checkpoints/respawns, probably a roguelike
Roguelike in simple terms is: when you die, there's no save/checkpoint, you have to start at the beginning again (The name comes from the 1980 game Rogue, fun fact!). Hence what makes this game a roguelike! (:
Like the other individual said, roguelite is where you still start at the beginning, but you can use your progress toward future runs
(Hades, for example, is a very popular example of a roguelite, as you don't have any run "checkpoints," but get to level yourself up outside each run.) Hope this was interesting and informative (:
Thx bro I inverted
Yr very real for that, I tend to
Fantastic work! It has potential. However combat feels repetitive, it needs a little more depth. Good luck dude!
Neat game, always like it when little numbers actually matter! Unfortunately my game got stuck after I leveled up in the middle of a fight.
When I continue a game, I lose all of my artifacts
The coal artifact makes flames spawn when using life staff, and gloves spawn 5s when using life staff as well, which do nothing
It's a neat idea (and there's a reason I keep coming back to it going "maybe this time..."), but a couple of things are making it very, very frustrating:
The confusion from the reptilians was also a lot. Suddenly I had nine 0s on each reel, which meant that I was doing minimal damage each round, which meant the combat just kept going and they wore me down.
Just some things to consider. I'm not sure it's going to stop me from coming back to see if maybe this time I can beat it....
Yeah I agree with basically everything here. Tbh, I didn't mind doing the tedious strategically correct thing because it felt like I was outsmarting the game, but over a long time I know that can feel quite tiresome. Maybe just instantly winning a fight if enemies cannot damage you at all would be a good idea?
I didn't even realize at first that you could rest more than one time. I needed to find a second rest spot to figure that out.
I wish the game would just give you a certain amount of gold instead of making you roll for it, missing out on gold is probably the most frustrating part.
And tbh I really didn't like items that added things onto my reels. During the lategame, I was losing out on damage by rolling fire from a coal instead of a damage number on my knife, and it felt really bad, specially since burn and poison really don't scale like your normal numbers do. Maybe a good change would, instead of adding a poisonous reel when you get a venom, make a damage number in the reel also apply poison or burn, and then it'd feel very satisfying to hit those.
Something that kinda sucks, too, is that you can't sell or get rid of artifacts, only weapons, and you can't chose not to take them. I wanted to get rid of the coal I had gotten in my winning run somehow, but there was no way to do it.
Oh! Yes, also that thing about artefacts, especially since you don't even get to choose which ones you get from a treasure chest. It's absolutely the case that adding poison or burn to a high-powered weapon just waters it down.
I absolutely adore this central mechanic. Really innovative and really fun. I will be wish listing on steam!
really enjoyed myself, bit of luck and skill involved. Final boss was a little underwhelming. If you have all armour pieces it's super easy, other than that I quite enjoyed myself! Would love to see a larger verison of this game in the future
The drum-based roulette battle is quite innovative! The pixel art is beautiful and fun to play (*´ `)
Very nice short!
Do for Mac/IOS! Great concept!
HOW TO WIN: read more at ur own cost
Get the morning star warhammer and dont sell your sword! you will need it plus get the healing staff
Cool concept! But have some issues onn click using android.
Yeah I use kind of a weird system for the game to be pixel perfect. It's a known issue I know how to fix it, haven't got around to do it yet
Very good game. Continue.
I beat it!
It gets a bit tedious at times, but realizing this isn’t as random as you think (you can time when to stop the roulette) makes it less frustrating and more appealing. I also like the push-your-luck rest area.
One thing I’m not sure how to rectify without taking away the ability to manually time your stops… When you have burns/poisons fighting against enemies with burns/poisons…so many reels per round, making battles feel less snappy.
Poison is quite strong. Burn is capped at 3 per and disappearing right away, so it always feels not worth it compared to weapons that can deal more especially once you can get more than 3 per reels on average.
There should be a way to access the settings in-game.
I have not found a way to peoperly clear the game without a shield, and with one the run becomes a test of patience.
Art is very nice to look at, I like it. I also like that every enemy has traits you can learn.
Overall, a pretty fun demo
Tropppp biennnnnn !
Cool game wish there was more player agency and desigion making though
I CAN'T STOP GAMBLING
I have a question, what's the difference between poison and fire? Are they calculated differently when doing damage?
Also, I haven't figured out how to get rid of artifacts, which is annoying because sometimes I'll get an artifact I don't want randomly from a chest and then I can't get rid of it.
I think fire disappears after a turn no matter the number (I THINK) while poison stays.
Fire is all used at once, so if you have 3 fire, it is three reels. Fire disappears as soon as it is rolled. Poison has the same amount of reels, no matter how much you have.