@adrieldf Glad you liked the procedural generation, @enovyt spent a lot of time trying to get that to work correctly. As for the non-responsive combat, it could have been due to the cooldowns for each attack shown at the bottom of the screen. We probably should have lowered the cooldown and attack damage so players could attack more often. Thanks for the feedback!
@luckydaisy This was our first time making a rogue-like game (our only other game that we really worked on was a tower defense so combat was new to us). We wanted to add more enemies but just ran out of time. Thanks for the feedback!
@pyrian The white part of your health was to show how much health has been lost compared to your maximum. You are spending maximum health while at the starting shop which is why the black part of each health bar moves and then when you lose health it is shown by the white part. We had some feedback for enemies and the player when getting hit by knocking the player or enemy backwards but this lead to them getting stuck in walls so we ended up cutting that feature for time reasons (we probably should have had the enemy/player flicker in color thinking about it now oops). We were going to add wizard hats to the ranged enemies but just forgot. Since this was our first game jam we did not leave enough time for testing/balancing, this lead to us rushing to try to get combat to a better state with not a lot of time left. Thanks for the feedback!
@angiekatneko Glad you liked the game!
Thanks for all of the feedback! We plan on doing a few updates to address some of the issues that everyone was having. We really tried to step outside of our comfort zone during this game jam and try concepts like the procedural generation to push ourselves.