


But this game have a fixed number of monsters and placed in specific position, which makes the flee-to-where question difficult to answer. This mechanic would be pretty good for turn-based games where monsters are spawned immediately before you (wizardry? final fantasy?). I'm all about providing simpler mechanics, which in turn are dumbed down versions of D&D. I will probably use the average of 2 party members with the highest skill or something like that. I will certainly look into that but in the case that functionality gets in, it will probably use some combination of abilities (quickness?) and some skill (survival kind of). In my resources (mostly D&D) there's just not many rules about fleeing from a battle. That was a super helpful feedback and I already copied it to my pile of things to kill! Expect a number of these to be addressed by the next update. Those keys can be changed as well through game settings and saved. The game can also be played by WASD+QE plus F5/F9 for quick save/load (at the moment more keys to add for a smoother mouseless experience). Worry not! This is what I'm currently implementing. I've to think about that & check my dusty D&D library for a good & intuitive way to handle that :) Not any promises though. Yeah, I've already been provided with a number of feedbacks about the slow times on combat and it's already on my fix list, pretty high for that matter.

There's only so much that can be done when you're solo :) I appreciate for taking the time providing the feedback, they're extremely helpful to fine-tune the game and trimming down the annoyances. I'm glad that you liked this short demo, more to come for sure :)

Interactable items & objects (ground items, levers, doors).Turn-based moving & battling much like M&M 3-5.Inspired by titles such as Dungeon Master, Eye of the Beholder, "The Darkness Below" is a first person grid-based dungeon crawler,
