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My Own Hero Party

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developed by

developed by viniflores

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completed

77 ratings

rated 4.1 stars, 77 ratings.
demonodelikesingle-player2dactive

Posted June 18, 2026. Updated June 18, 2026. Played 1148 times for a total of 957 hours.

description


Recruit and upgrade your party, grow between runs, unlock harder dungeons

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newest comments


planetary June 30, 2026
+1comment score: 1
This should be in the demo section.
DarkDaemon June 20, 2026
+7comment score: 7
The increased movement speed upgrade when enemies are dead should also speed up skill cooldowns - otherwise, it becomes a combat downgrade.
sharpnova June 19, 2026
+4comment score: 4
pretty good progression. never slowed down too much. i appreciated that.
johnnypork June 18, 2026
+3comment score: 3
I think it's a good concept but it feels very slow. I was really relieved to see the speedup-after-room-clear upgrade but even that didn't really help much. I'll echo a couple other suggestions I've seen:
- Auto collecting coins on room clear (or maybe at least an upgrade for that)
- Not needing to wait for all heroes to reach the door before moving to the next room
I also noticed what I assume is a bug? When you pause and wait for a while, after unpausing the stamina meter will be instantly drained proportionally to however long you were paused. It makes pausing basically useless tbh.
sir_pinski gamedev June 18, 2026
+14comment score: 14
I like the premise here, but can definitely use some QoL improvements. Some feedback:
- Generally, you don't want these types of games to get progressively longer runs, especially when there's limited interaction. It starts to feel boring very quickly. Some of the below tweaks will help, but perhaps it's worth making the dungeons a bit shorter too.
- Consider having the coins all fly towards the heroes when a room is clear (rather than making them collect them)
- Consider moving to the next room once any hero reaches the door, rather than requiring all of them
- A 2x speed up time button would perhaps help a lot

top comments


sir_pinski gamedev June 18, 2026
+14comment score: 14
I like the premise here, but can definitely use some QoL improvements. Some feedback:
- Generally, you don't want these types of games to get progressively longer runs, especially when there's limited interaction. It starts to feel boring very quickly. Some of the below tweaks will help, but perhaps it's worth making the dungeons a bit shorter too.
- Consider having the coins all fly towards the heroes when a room is clear (rather than making them collect them)
- Consider moving to the next room once any hero reaches the door, rather than requiring all of them
- A 2x speed up time button would perhaps help a lot
DarkDaemon June 20, 2026
+7comment score: 7
The increased movement speed upgrade when enemies are dead should also speed up skill cooldowns - otherwise, it becomes a combat downgrade.
adbspurs June 18, 2026
+7comment score: 7
Because its not obvious - when you unlock the warrior charge skill - its "Q" to attack to where you mouse is. That font is terrible, and if you click on the button it attacks the button?!?! Which I think explains the main fundamental issue right now - outside of clicking "start run" and the upgrade node, its not a "active" game and there is little explanation.

developer response: Thanks for the feedback, I'll try to get it in a better shape :)

EDIT: Just pushed a patch, improving the overall skill usability UX

sunnail June 18, 2026
+6comment score: 6
Kind of sucks when you leave a chest behind. especially when the boss drops it there doesn't seem to be any realistic way to get it open before the level ends.
sharpnova June 19, 2026
+4comment score: 4
pretty good progression. never slowed down too much. i appreciated that.

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