It was honestly kind of painful to finish this. At first glance it looks like there's a lot of content (60 rooms!) but the whole game is just clicking to attack. There's no resource management (health potions are useless since you can always run back to a town and heal without taking damage) and the best way to grind is usually to find an area with a high spawn rate of chests and just click endlessly (especially as they respawn on their own.) The whole game can be beaten with a pretty simple formula:
- Click enemies until you meet the quota to unlock the next room or get low on health.
- Proceed to next room when possible.
- Heal when necessary.
- Spend excess money on stat upgrades.
The quests are generic "kill X of Y monster" and the lack of equipment or abilities really takes away from any variety the game might have with regards to actual gameplay. Combine that with basically no story and me mowing over the witch without taking any damage (not really interested in going back to kill the ogre superboss) and you have a pretty forgettable game.
Steps to improve? I think having the spatial element of the rooms coming into play would be nice. Right now you just kind of teleport from enemy to enemy and the positioning doesn't matter at all. What if there were some kind of stamina system and moving farther distances exhausted more stamina? What if enemies had an attack radius and attacking ANYTHING caused you to take damage from any enemy if you were within that radius? Stuff like this would make the player think more carefully before they acted. Also make it so just traveling from room to room carries some risk for the player.
If possible, try and discard any system that functions around making stats go up in favor of novel upgrades such as abilities. When the only thing that changes is a number indicating the damage you inflict or receive, it can really take away from the sense of progression because that progress is only represented in an abstract way.
Better player feedback would be nice, too. I'd like to see damage numbers by the characters when they attacked, and maybe a notification or pop-up that indicates when you have unspent skill points. Lack of player feedback made this game feel pretty obtuse.
Graphics are vibrant and colorful but get old fast, especially given how long (and padded) this game is. A shorter, more condensed game experience would have worked a lot better for this project I think.
Performance is also kind of weird on Ruffle, I had a much easier time playing in Flash.