The Good -
Fun and simple. You'll get a lot of hours of enjoyment from both the gameplay and the animated scenes.
The animated scenes are very well done! Kudos for all the effort put into them!
The bits of dialogue from NPCs you meet can be quite funny at times.
Wolf(?) NPC - If you played Thirstchatcher, then you'll get a smile at seeing this guy again.
Kobold Shop - You get it around dungeon 2, and it makes life MUCH easier. You can build up stats here with money, that can easy enough to get in the third dungeon from the suitcase enemies. You'll know it when you see it.
The dungeons are well-made, have a great style to them, and make you feel like you are playing a certain other action/adventure game with a sword swinging hero. Kudos for this!
The final boss - Is something of a challenge, and so that's respectable. Also, the extra added feature for the boss room needing to be deactivated by finding certain objects in the dungeon and destroying them was a genius move!
The Bad -
The puzzles - Some of them need a bit a tweaking to make them not quite as frustrating, specifically the moving floor puzzle in the final dungeon. You can see where the tiles don't align, so if you're not quick and careful, you'll end up falling to your doom quite often. This rage inducing.
The block moving puzzle - It may have just been me, but on one playthrough they didn't work, meaning that I couldn't get into the earlier dungeon's room, thus it made the final battle somewhat trying, seeing as there are containers which need to be destroyed in order to make the final boss easier to deal with. A restart fixed this.
Mini Keys - These should have a marker on the map to make them easier to find, and these rooms should be double-checked in order to have them drop the key in question, because on one playthrough I couldn't find said key and spend an hour looking for it before just restarting the game. I found it then. So this could be a me problem, but it would greatly help ease gameplay.
The Final Boss - It has three forms. The last one having a spin dash attack which can shave 1/3 of your health quite easily, even after training up your life bar at the kobold shop. Again, this could be a me problem, but it was tedious trying to deal with this thing, even with four energy drinks (all heal restoring item).
NPCs - Of the three that actually have faces, one comes in at the final hour to spout several lines before running off. The other two, a kobold and a wolf(?) you only deal with in one-two instances before peacing out. It would have been nice to get to spend time with them, as they are the only elements which make the 'game' feel like more than just a thing to do. I speak more about that in the 'Questionable' section.
The animations - While nice, a skip scene feature would be wonderful to have, because after the 40th (yes literally because upon seeing these scenes you can get money, which you will need for building your stats, as money drops can be rather rare) time of seeing one animation, you will get bored with it. So if that could be added, it would be greatly appreciated.
Lust - It fills up overtime, and will go down with an item, though I personally think that it should probably go down after ever dominant intimate scene with the MC.
The Questionable -
Stakes - Is what's happening to everyone supposed to be irreversible, or is it temporary? One of the NPCs says that it is irreversible, but there's an antidote? Maybe have this line removed or changed, because it confuses the stakes of the game.
Will the Character - Whatever happened to him? He was the main driving focus for this game, but by the end he's nowhere to be found, nor does the MC seem to be in all that much concern over his well-being. So unless I missed some random NPC that was him, this feels like a plot point that needs to be addressed, even just tangentially.
The Main Character - I'm not sure that I get what was the idea behind him. Like, I understand that this is a hack/slash adventure game, and that the MC is supposed to be just a vessel for the players, except he talks and has a personality all his own, which you can see in the earliest part of the game. As the developer, you may want to build up on that, or just stripped that out, because it makes the ending rather...questionable.
The Antagonist - Is there for seven lines of dialogue, before peacing out, and you don't see him again until the ending. My question to this becomes this, why was he there? It's so strange to have this character built up through the game with hints about his personality and so on, and then at the end you don't even face him. Perhaps remove him entirely, since his contribution to the game is rather moot, given that one of the other NPCs in the game 'deals with him' by the end.
The Ending - I'm not going to mince words here. The Main Character does a genocide without a single care or concern and that's...distressing. Once again, I get it, as a vehicle for the players, he's not meant to have a personality, he's just a tool to use, but it presents the player with an interesting dilemma overall, because after spending so much time with this game, and getting to know one of the NPCs, who happens to be the same as the monsters you fight, you esentially just kill off him and his kind and...nothing is ever said about this. There's a line said NPC says by the end, but that just makes what happens all the more horrifying, because then you realize you're essentially helping to off a character who has been nothing but kind to you, not to mention helpful, and I have no idea why. Nothing about this character makes you think, okay, if nothing else he'll be happy about wha's going to happen. And so that turn of character for them, is...baffling, seeing as there was no indication of them wanting to die.
Suggestion - I know, I know. Everyone's got an opinion, so take them with a grain of salt.
Enemies - Even if you just recolor them for different floors, this can help pump up the interest for the game, since, it can get rather tiring to see the same blue ass over and over again. Perhaps have a different color for different enemies on different floors? This way you can play around with stats.
Player Knock Down - If you get trounced upon by an enemy it becomes almost impossible to fill up the knock back meter to get them off. A stat to double the rate at which this rises would be helpful.
Submission - For those players who don't mind a particular scene, and like to be dominated, perhaps give them a toggable feature which will allow them to be more easily knocked down.
Blood - The first time I saw I struck an enemy canister, and it spilled out blood was shocking to me, seeing as the game's tone doesn't fit such an aesthetic. You may want to remove this, as it can be very jarring to see, especially against the dragon boss.
Special Boss - I saw in the gallery that they were there, but I'm guessing that this is a new game plus addition? If so, you may want to make a quick and easier way to get there upon a new playthrough, seeing as the game, being about 3-5 hours as it, really doesn't make you want to replay it just to see this one boss fight.
The Story - I know that this game really wasn't meant to have one, but given the ending, and what happened, it might be a good idea to either build upon the MCs personality to give a clearer sense about what he would and wouldn't do so as to justify what happened, or give an optional ending to allow for a different ending entirely. It would also be a good opportunity to go up against the wolf(?) NPC again, this time with stronger stats, perhaps in the same battle area.
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