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pretty good game so far,
this could def use a tutorial, there is information overload right at the very start of the game
magic seems pretty useless, every time i tried to use it i just run out of mana potions and didnt even got the boss to half hp, leaving me there waiting, or just running to get a proper weapon (it doesnt help how the auto aim thing just makes you attack the environment a lot of the times)
buff turn speed
One of my favorite ones, I'd like the attack to not lock you in place, maybe after the attack damage input you could be able to break the animation by moving or dashing, for bugs I had the shieeld icon text in long negative numbers at one point, also maybe more enemy variety, it was a littel redundant
Feels good! I played with controller and got some observations though:
This is really fun! I played with a controller others played on a keyboard, but I don't have anything to really give feedback on that (nothing was bugged, worked mostly as I expected except some menu things don't go back when I press B)
Some other comments:
- I really like how the outfits change with items.- This feels like a lego game (in a good way) where I try to break everything to pick up crystals- You have some ugly clouds (enough to be distracting). I can tell that at least some of them are animals (cats?) but I think they could look better.- I don't know if I'm a fan of the slight pause when an enemy dies or you destroy an object, maybe it's too long?- I agree with the other posters about the auto lockon, it's more detrimental than helpful- I like your item, weapon, and combat variety, but I think playing as full mage is a handicap (since I can't break everything I want, gotta wait for my MP to recharge). I also think some things need rebalancing (I found knife + multishot is an easy way to clear everything)- Enemies are too easy (at least up to Temple 3, I didn't play Temple 4)- I'm not sure what's happening in the screenshot. I know there are items that use HP over MP but when my HP is too low, it'll still draw from it and make it negative. I ended up alt tabbing out to let it recharge back up in the background.
Looking forward to more!
The "hitstop" option enables/disables the pause after something dies/is destroyed, personally I found it annoying too but at least it's toggleable.
This has great potential, finally, someone who will monetize the absence of diablo loot games with gamepad controls. I have to play it more in-depth but I can already say a few thingsNOTE: I played from the keyboard
- Buff and Debuff from weapons should appear somewhere at form as an icon for fast readability.- I think that destroyable objects has too much loot, I will consider to not have a loot at all and use it as "cover" from enemies. - A passive that makes you dash trough the enemies could be an idea.- The third attack of the sword is pretty useless, I got that it means to stop the player for spamming attacks but I would make you consider to give some utility, like push everything away, or delete it.- There is a lot of "dirt" on the screen, non-grabbable items quite bother me, I would consider dropping HP and MP only need it.- I don't think autoaim is a good feature for this game, you should have all the freedom of movement as the game is fastpaced and aiming a rock rather than an enemy is not ideal.
Other observation after playing for few hours:Bugs- Expand the vase hitbox, it's so irritating to miss >:(- Dashing trough enemies can make them occasionally fly away- The Direction of the Dash is dependent where the cat is facing, this makes dash backward not functional , for a smoother experience you could give independent direction to the dash.- Are Projectile suppose to go trough the wall? I exploited that all the time.Suggestions- Shields are quite useless right now because they are too slow to use, their animation should cancel everything else so you can use as parry, also consider to make possible to use the shield while moving but with a walking speed.- Ranged weapons easily are the most useful, for now every run was about finding a legendary knife and spam the hell out of it, base ammunition should not be more than 3, it would be better to direct a ranged player to find the right combination for the magic build.- For now if you don't require the stats you instantly die but one of the exiting things about stat base game is trying to survive in overleveled area, so balance is required.- Heals should be ideally on HP% so you don't end up with a broken spell that make you tank everything by healing 60% instantaneously or you could try other design choice like cooldowns or heal is a regeneration over time.
really fun! Lots of things going right so here are some thoughts on improvements (i played on keyboard):
Good job :)!
This game is fantastic! I wrote down some nitpicks tho: