Grind to get enough power to kill monsters in one hit!

Approach monsters, exchange blows, earn money, upgrade your attack and defense, and become the strongest warrior!

Approach the fountain to respawn all monsters to grind again, at a cost...

Gameplay Tutorial

  • Use Arrow Keys/WASD to move the character around
  • Walk into NPCs, shops or signs to interact with them
  • Colliding with a monster initiates combat; both sides with deal damage to each other based on their ATK stat (check the bounty board for details.
    • If an attack is enough to kill a monster, you don't take damage.
  • The fountain can respawn all enemies, allowing for infinite grinding.
  • The shops and fountain will increase in cost for every use.
  • GOALKill every monster without taking any damage at least once per monster.

Submission for the Kenney Jam 2025.

Note: The Gamejam build is unfinished, with incomplete UI elements and (regrettably) unclear in-game objectives.


Assets used:

Sprites:

  • Kenney's Tiny Dungeon
  • Kenney's Tiny Town
  • Kenney's Pixel Platformer

Audio:

  • Kenney's Foley Pack
  • Kenney's Retro Back
  • [Toby Fox] Deltarune Soundtrack Ch 3+4 - Adventure Board 


Development log

Comments

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(1 edit) (+1)

Below is my feedback. I submitted too.

  • Level + Theme - Great use of the Tiny Dungeon pack. The POWER is on target for how the hero progresses inch by inch growing stronger. 
  • Gameplay - I think your simple mechanics work. Pick your enemies wise and choose wisely when the refill health or attacks. Gameplay loop is clear.

Areas for improvement:

  1. The UI was confusing at first. The Sword, shield and power gems are in an odd  place mid-screen. It was not immediately clear that the shield is your health, since the player is not carrying a shield either.
  2. Add a simpler starting section tutorial that introduces the sword at your way of overpowering enemies. Introduce the shield as being your health and defenses----if it runs out you die and your shield breaks.
  3. Instead of a sign-post for enemies numbers and gem value, you could have it displayed over the enemies head when the player gets within 2 steps of that enemy. When I'm two steps away from the spider, then their gem number pops above its head, along with their defense/health number. Only when you get close to them it appears, so it doesn't clutter the screen at all!

Nice little concept!

(+1)

Nice concept for sure!

I feel like the enemies could’ve had a stats UI on top of their head or something so that you wouldn’t have to walk back to the info sign every time. But aside from that this is a great little grinding game

(+1)

I didn't have time to implement proper UI menus unfortunately, so I admit the game lacks a lot of QoL features at the moment. A future build would definitely prioritise this.

Thanks for the feedback!

Good song choice :P . The concept is great, simplifying RPG to the minimum, hadn't seen it before. Keep at it!