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A jam submission

Dungeon Watchers (WIP)View game page

Survive and destroy monsters to your heart's content.
Submitted by RM120 (@RM120_) — 2 days, 15 hours before the deadline
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Dungeon Watchers (WIP)'s itch.io page

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Comments

Submitted(+1)

DD53 feedback videos:

Demo Day 53 videos of games starting with letters from A – J:

https://mega.nz/folder/DdVwTYAK#ZsxVSpsd5L2yvgaqtcvBsA

Demo Day 53 videos of games starting with letters from K – Z:

https://mega.nz/folder/zBIi2A5T#DE3_eooG3HE-K3XTmpnR0g

Speed kills, but thunder is real good. Actually everything seems way too powerful. Anyway, enjoy the video.

Developer

Thank you for the gameplay footage, it really help me see how others play the game. It's good to know is working on linux too, also, I think you never used the ice spell which is cast with the right button of the mouse.

Submitted(+1)

You are correct, I never used it. Then again, I did not need it. See you next time

Submitted(+1)
  • Decent core gameplay.
  • I think too many enemies spawn a bit to frequently to start with.
  • You need more sounds. The crystal picking up sound is fine, but it's the only thing in there.
  • More weapons or mutators for the spells would be nice, but I'm sure you have those planned.
  • Different enemies with specific weaknesses to ice or fire would help force the users to use both spells. As is, I overused fire and didn't realise I even had ice attacks until several minutes in.
  • Some controls UI would be nice, especially to see what things I've equipped. (Kinda like HoloCure)
(+1)

Played both characters that were available, and beat the game as both. Highlight was the spell effects. I did feel that thunder was a bit overpowered.

In terms of menus, I noticed that Masteries kept resetting after each game. Not sure if that's a bug or working as intended. Additionally, while the HELP button does the job, I think it would be cool to add floating tool tips to what each of the skills do in the Mastery menu. 

Also do you plan on adding controller support? It's not a necessary or vital feature but it would be a great quality of life addition.

Overall: It's fun and it looks nice, if a bit short. Good job.

Developer(+1)
 Masteries kept resetting after each game

That's a bug, I will fix it.

do you plan on adding controller support?

Yes, I will, but right now is not the focus, I'm still creating new characters with new gameplay mechanics and I wanna be sure on how the game will play to start focusing on controller support , so, when I finish a couple of characters, I will do it.

Thank you for playing my demo, I will also take in account what you say about the help button.

Submitted (1 edit) (+1)

Cute, fun and simple. Will be definietly better with music and sound. beat the dungeon first try as both witch witch with no masteries and bombergoblin. Thunder makes things a bit trivial even when the big scary slimes rolled in, but it sure is cool. Bombergoblin planting animation is adorable and stacking speed on her is good fun, makes you feel mischievous.

Game needs more effects to choose from and variety in general, imo. Performance is fantastic, good job on that. No horde of monsters or amount of explosions on screen slowed down the game one bit.



I love how powerful game makes you feel


Developer(+1)

Thank you for the review, good to know performance is doing well, that is one my principal concern each time I adding new features to my game and I will keep taking care it. More optimizations are coming up.

Submitted (2 edits) (+1)

Saw that you updated this and decided to give it another spin. I don't think the masteries button worked in the previous version I played, the game is definitely more fun when you use them. Upgrades are solid and fun overall but could get a lot crazier. I still think the tempo is way to slow. I increase my movement speed every chance I get but it's still way too slow. Double speed of both characters and monsters. perhaps even more, from the get-go, allow speed upgrades to make it truly ridiculous. 

A lot of time you are moving away from the enemies while firing backwards, this creates a kind of weird constant turning for the character, something to consider. 

Regen makes you effectively immortal at this level of difficulty, might be good to know for balancing. 

Grab range is not fun as an upgrade unless you make it much bigger each time. 

Suggestions for enemies: 

Design on slimes is cool, let them volontarily split and launch the smaller one at you. 

Give big hungry guys something more than pure movement. Let them plant bomb girls bomb occasionally. 

Enemies which fires beams, charge up animation, small red line almost like a laser sight which tells the player to avoid and then big beam time. 

Suggestions for upgrades: 

Upgrade that makes bullets move in different patterns

Upgrade which makes bullets split on impact with enemies creating a splash effect. 

Upgrade which makes speed of travel for bullets faster. 

Upgrade which makes bullets occasionally spawn a cat for the witch which acts as a turret for a limited amount of time, a bunny for the elf. 

Completed a run with each character. 

Developer(+1)

I liked your recommendations for the upgrades about bullets, I will work on that for the next update. I will tweak the HP rengen too.

HostSubmitted(+1)

Played a run with the witch and another one with the bomber. I have no video because the game refused to be captured by obs, sorry about that.

I expected this to be a survivor game, so I was surprised when I had to shot. At first I only used fireballs because I thought ice was too slow, but after getting some upgrades I realized ice is far better against groups of enemies. -10% casting speed was by far the most powerful modifier and I picked it any chance I could. Thunder was way too much for my eyes, even with a single point on it. Most of the times I got +0.5 more regen, but sometimes I got a +2 which made me feel invulnerable. 

At the end game I found myself diving into a group of enemies to grab the gems and getting back all my health in seconds. Made me wish the later enemies were a bit stronger since I felt I was way too overpowered. I know that this is something normal for survivor games, it is difficult to balance. I beat all the enemies and asked me to restart, so I switched to another character.

The bomb girl was fun, I see you are going for different playstyles with different chatacters.

The art of the characters is great and the game already has a pretty presentation on the main menu. Keep up the good work. 

Developer(+1)

Thank you for playing my game, HP regen, casting speed and ice spells are op, I will be tweaking those in the later updates, I want them to be strong if build around them. Visual effects like the thunder, I will add more graphics configuration which allow the player to adjust the experience, so everybody is fine with it.

(+1)

Had a lot of fun with this one! It shows the skills you've acquired from using Unity and doing a new project. The visual effects are really good and the gameplay feels nice.  Since this genre of gameplay is very formulaic, I don't have other input  other than my final score.

I must only complain that the breast sizes in this demo were lacking. Other than that, 9/10

Developer

I'm glad you liked it,

I must only complain that the breast sizes in this demo were lacking

Don't worry about, I'm planning in having like 6 - 8 characters to make the steam page, right now I have:

  • Luna: the witch girl
  • Zelvy: the elf bomber
  • Iris: the doctor cyclops

I'm working in a design for a melee,  a tomboy crazy demon girl character with katana a moveset inspired on Vergil from DMC.


Also, I have an idea for a 5th character, something like a Nun/priest elf, I still not decide myself, but you can be sure they will have some assets.... ( ͡° ͜ʖ ͡°)

Submitted(+1)

Unity would launch the game on my second screen only. Found a quick fix (shift+win+arrow key), otherwise I wouldn't have bothered without ingame options.

  • Characters look neat. Though there's something weird about the... flatness? Could use a tiny bit more detail on the enemies.
  • holding down to fire is annoying
  • The perspective is weird, to low/isometric? Not sure. But gauging collision was impossible.
  • glow effects (especially lightning) are far too bright 
  • upgrades don't do much yet on the bomb elf? thus seem mostly pointless
  • I thought there was no sound, but so far there's only sfx on the gems?

Overall, nice foundation.


No commentary video.

Developer

Thank you for your review, upgrades don't make to much sense with the elf because she is still a WIP, (that's why I put a warning when you chose her), but she will have her own powerups and stuff once she finished.

The perspective is weird, to low/isometric? Not sure. But gauging collision was impossible.

I'm aiming for a isometric perspective while I make the game full 2D, I my be not perfect now, but as the development goes on I will address that issue with new textures, decorations and other stuff.

glow effects (especially lightning) are far too bright

There's an option in the pause menu which allow you to remove glow and screenshake effects, in future I will expand those options so the player can have visual experience more accordingly to what the want or not.

This is just an alpha 0.0.2, version 0.0.3 will have many improvements that's for sure. About holding fire, I will add an auto aim feature in the future trough a hotkey, similar to Holocure and 20 minutes until dawn.

HostSubmitted(+1)

Hello, I have been following this game for a while and really wanted to give it a try, but I cannot select a character and once I try to start, it says I already lost and kicks me out. I'm running 0.0.2. I also don't have the witch on the starting screen. I have windows 10.


Developer(+1)

Wait, the game doesn't show any characters at all? When I play the game on mine it appears like this:

If I press start without selecting a character, it goes to screen with game over, that's a bug already I know. You have to select a character first and then press start.

Does the character portraits are appearing  on screen or not? I also have Win 10.

Developer(+1)

I did some testing my self, I discovered the game bug out if you lower your resolution below 1920*1080, your screenshot is on 1600*900, when I play the game on that resolution, the same happened to me, I will look onto  it and fix it right away. Thank you for the bug report.

Developer

Ok, I updated the download with a hotfix version, it should now work on 1600 * 900 and similar resolutions.

>mfw there are people with 1600 * 900 res monitors

Submitted(+1)

Finished a run with the first character. Some thoughts:

  • WHY IS THE LOGO NOT CENTERED AAAHH
  • The on hit particles from the fireballs feel a bit off, I think they should have more acceleration initially that tapers off.
  • Should probably have less particles overall, when you add more stuff its gonna fill up the screen really fast.
  •  I don't know if you have something planned for the manual aiming but right now it doesn't really add anything. An option for auto aim + fire would be nice at least.
  • The pillars being so large and obscuring things is pretty annoying, you can get shot from hidden enemies and have gems hidden there etc. Also they block your shots but not enemies'? That's mean.
  • Enemies' should have some sort of animation effect like your character does.
  • I think I'd prefer if the map was infinite/looping.
  • Your character feels pretty weak overall, wasn't killing all that much mostly dodging stuff pretty easily. I believe a game like this should be mostly about choosing the right upgrades available (synergies are also nice) and getting overwhelmed when your build isn't enough.
  • I'm pretty sure that you're in all the enemies in one at a time at a random position around you. If you look at all the best survivors games they all have hand crafted waves  (its also why most have pretty few levels because it takes time to do all that). But it really makes a big difference. So I hope its something you're planning.
Developer
I don't know if you have something planned for the manual aiming

That is something I have to meditate, because the characters design philosophy for this game make them with different skills and gameplay, so you have the witch with her ranged set of abilities, but the bomber drop bombs at close range, and I have plans on making a character with a katana  which is gonna be mostly melee and dodging gameplay. So I don't want give a wrong impression of making a game where every character can just move with WASD and win.  Anyway your idea isn't discarded, I will see what people will tell me in the future and take a decision based on demand.

 Enemies should have some sort of animation effect like your character does.

They will, I'm working on that.

I'm pretty sure that you're in all the enemies in one at a time at a random position around you. If you look at all the best survivors games they all have hand crafted waves.

I will check on that, right now enemies appear at random around the character, and the spawn rate and type of monster change after x amount of seconds. I gonna work on that and improve the spawn system because your right, wave are handcraft on most of this games.

Thank you for your review.

Submitted(+1)

In 20 Minutes Till Dawn there's manual aiming but its really only useful for some weapons and situations so there's a hotkey to swap between auto and manual. Its pretty nice.

Developer
hotkey to swap between auto and manual

Now that you mention it, Holocure also have that,  many games have that as a solution so probably players will expect the same in my game for characters like the witch. I will just do that in a future update.

(+1)

Pretty good foundation for a Survivor-esque game! I kept choosing the "more thunder" option but it seems to stop after a certain point, same with the projectile size increases so it'd be good to have a "Maxed" sign somewhere. On that topic does more thunder actually do anything? It just felt the exact same throughout my playthrough. Also some more descriptive card descriptions would be great too or perhaps even a way to see your stats while ingame. I'm curious to see where this game will go so keep it up!

Developer(+1)

Thank you playing the demo, the "more thunder " options increase the frequency of the lightning strike landing on the screen, but every time you choose the option is less powerful, in future updates I will limit the amount of times this power up appear.

Also some more descriptive card descriptions would be great too or perhaps even a way to see your stats while ingame.

Of course, those are planned features, upgrades will have their own icons and description will appear as you select the powers.

(+1)

start menu is off center, I start gameplay in "game over" state. Pressing restart still leaves me in game over state. 


Mono path[0] = 'C:/Users/User/Downloads/Dungeon Watchers 0.0.2/Dungeon Watchers 0.0.2/Dungeon Watchers_Data/Managed'

Mono config path = 'C:/Users/User/Downloads/Dungeon Watchers 0.0.2/Dungeon Watchers 0.0.2/MonoBleedingEdge/etc'

Initialize engine version: 2021.3.15f1 (e8e88683f834)

[Subsystems] Discovering subsystems at path C:/Users/User/Downloads/Dungeon Watchers 0.0.2/Dungeon Watchers 0.0.2/Dungeon Watchers_Data/UnitySubsystems

GfxDevice: creating device client; threaded=1; jobified=0

Direct3D:

    Version:  Direct3D 11.0 [level 11.1]

    Renderer: Intel(R) HD Graphics 620 (ID=0x5916)

    Vendor:   Intel

    VRAM:     8132 MB

    Driver:   30.0.101.1338

Begin MonoManager ReloadAssembly

- Completed reload, in  0.121 seconds

<RI> Initializing input.

New input system (experimental) initialized

Using XInput

<RI> Initialized touch support.

UnloadTime: 1.453000 ms

Unloading 7 Unused Serialized files (Serialized files now loaded: 0)

UnloadTime: 18.301900 ms

Default, el numero de personaje es ninguno

Unloading 7 unused Assets to reduce memory usage. Loaded Objects now: 3251.

Total: 1.920700 ms (FindLiveObjects: 0.223300 ms CreateObjectMapping: 0.184700 ms MarkObjects: 1.475000 ms  DeleteObjects: 0.037300 ms)

Unloading 5 Unused Serialized files (Serialized files now loaded: 0)

UnloadTime: 2.243600 ms

Unloading 45 unused Assets to reduce memory usage. Loaded Objects now: 4128.

Total: 1.916900 ms (FindLiveObjects: 0.260800 ms CreateObjectMapping: 0.178300 ms MarkObjects: 1.392700 ms  DeleteObjects: 0.084600 ms)

NullReferenceException: Object reference not set to an instance of an object

  at TargetSamePosCon.Update () [0x00006] in <b485b2fc05994dccb3b6e832522ce456>:0 

NullReferenceException: Object reference not set to an instance of an object

  at TargetSamePosCon.Update () [0x00006] in <b485b2fc05994dccb3b6e832522ce456>:0 



*That same Null reference continues for 1000 more lines*



Unloading 2 Unused Serialized files (Serialized files now loaded: 0)

UnloadTime: 18.451900 ms

Unloading 282 unused Assets to reduce memory usage. Loaded Objects now: 3054.

Total: 1.889500 ms (FindLiveObjects: 0.152000 ms CreateObjectMapping: 0.120600 ms MarkObjects: 1.362700 ms  DeleteObjects: 0.254000 ms)

Setting up 2 worker threads for Enlighten.

Memory Statistics:

[ALLOC_TEMP_TLS] TLS Allocator

  StackAllocators : 

    [ALLOC_TEMP_MAIN]

      Peak usage frame count: [2.0 KB-4.0 KB]: 428 frames, [4.0 KB-8.0 KB]: 7 frames, [8.0 KB-16.0 KB]: 606 frames, [16.0 KB-32.0 KB]: 13 frames, [64.0 KB-128.0 KB]: 2 frames, [256.0 KB-0.5 MB]: 4 frames, [2.0 MB-4.0 MB]: 1 frames

      Initial Block Size 4.0 MB

      Current Block Size 4.0 MB

      Peak Allocated Bytes 2.1 MB

      Overflow Count 0

    [ALLOC_TEMP_Loading.AsyncRead]

      Initial Block Size 64.0 KB

      Current Block Size 64.0 KB

      Peak Allocated Bytes 369 B

      Overflow Count 0

    [ALLOC_TEMP_Loading.PreloadManager]

      Initial Block Size 256.0 KB

      Current Block Size 312.0 KB

      Peak Allocated Bytes 286.9 KB

      Overflow Count 20

    [ALLOC_TEMP_Background Job.Worker 8]

      Initial Block Size 32.0 KB

      Current Block Size 32.0 KB

      Peak Allocated Bytes 54 B

      Overflow Count 0

    [ALLOC_TEMP_Background Job.Worker 9]

      Initial Block Size 32.0 KB

      Current Block Size 32.0 KB

      Peak Allocated Bytes 54 B

      Overflow Count 0

    [ALLOC_TEMP_Job.Worker 0]

      Initial Block Size 256.0 KB

      Current Block Size 256.0 KB

      Peak Allocated Bytes 22.6 KB

      Overflow Count 0

    [ALLOC_TEMP_Background Job.Worker 10]

      Initial Block Size 32.0 KB

      Current Block Size 32.0 KB

      Peak Allocated Bytes 54 B

      Overflow Count 0

    [ALLOC_TEMP_Background Job.Worker 14]

      Initial Block Size 32.0 KB

      Current Block Size 32.0 KB

      Peak Allocated Bytes 54 B

      Overflow Count 0

    [ALLOC_TEMP_Background Job.Worker 6]

      Initial Block Size 32.0 KB

      Current Block Size 32.0 KB

      Peak Allocated Bytes 54 B

      Overflow Count 0

    [ALLOC_TEMP_Background Job.Worker 12]

      Initial Block Size 32.0 KB

      Current Block Size 32.0 KB

      Peak Allocated Bytes 54 B

      Overflow Count 0

    [ALLOC_TEMP_EnlightenWorker] x 2

      Initial Block Size 64.0 KB

      Current Block Size 64.0 KB

      Peak Allocated Bytes 54 B

      Overflow Count 0

    [ALLOC_TEMP_Background Job.Worker 15]

      Initial Block Size 32.0 KB

      Current Block Size 32.0 KB

      Peak Allocated Bytes 54 B

      Overflow Count 0

    [ALLOC_TEMP_Background Job.Worker 1]

      Initial Block Size 32.0 KB

      Current Block Size 32.0 KB

      Peak Allocated Bytes 54 B

      Overflow Count 0

    [ALLOC_TEMP_Background Job.Worker 2]

      Initial Block Size 32.0 KB

      Current Block Size 32.0 KB

      Peak Allocated Bytes 54 B

      Overflow Count 0

    [ALLOC_TEMP_Background Job.Worker 7]

      Initial Block Size 32.0 KB

      Current Block Size 32.0 KB

      Peak Allocated Bytes 54 B

      Overflow Count 0

    [ALLOC_TEMP_UnityGfxDeviceWorker]

      Initial Block Size 256.0 KB

      Current Block Size 256.0 KB

      Peak Allocated Bytes 12.3 KB

      Overflow Count 0

    [ALLOC_TEMP_AssetGarbageCollectorHelper] x 3

      Initial Block Size 64.0 KB

      Current Block Size 64.0 KB

      Peak Allocated Bytes 0 B

      Overflow Count 0

    [ALLOC_TEMP_Background Job.Worker 5]

      Initial Block Size 32.0 KB

      Current Block Size 32.0 KB

      Peak Allocated Bytes 54 B

      Overflow Count 0

    [ALLOC_TEMP_Background Job.Worker 13]

      Initial Block Size 32.0 KB

      Current Block Size 32.0 KB

      Peak Allocated Bytes 54 B

      Overflow Count 0

    [ALLOC_TEMP_Job.Worker 1]

      Initial Block Size 256.0 KB

      Current Block Size 256.0 KB

      Peak Allocated Bytes 22.6 KB

      Overflow Count 0

    [ALLOC_TEMP_Job.Worker 2]

      Initial Block Size 256.0 KB

      Current Block Size 256.0 KB

      Peak Allocated Bytes 22.6 KB

      Overflow Count 0

    [ALLOC_TEMP_Background Job.Worker 3]

      Initial Block Size 32.0 KB

      Current Block Size 32.0 KB

      Peak Allocated Bytes 54 B

      Overflow Count 0

    [ALLOC_TEMP_Background Job.Worker 11]

      Initial Block Size 32.0 KB

      Current Block Size 32.0 KB

      Peak Allocated Bytes 54 B

      Overflow Count 0

    [ALLOC_TEMP_Background Job.Worker 0]

      Initial Block Size 32.0 KB

      Current Block Size 32.0 KB

      Peak Allocated Bytes 54 B

      Overflow Count 0

    [ALLOC_TEMP_HIDInput]

      Initial Block Size 64.0 KB

      Current Block Size 64.0 KB

      Peak Allocated Bytes 10.8 KB

      Overflow Count 0

    [ALLOC_TEMP_Background Job.Worker 4]

      Initial Block Size 32.0 KB

      Current Block Size 32.0 KB

      Peak Allocated Bytes 54 B

      Overflow Count 0

    [ALLOC_TEMP_BatchDeleteObjects]

      Initial Block Size 64.0 KB

      Current Block Size 64.0 KB

      Peak Allocated Bytes 54 B

      Overflow Count 0

[ALLOC_DEFAULT] Dual Thread Allocator

  Peak main deferred allocation count 20161

    [ALLOC_BUCKET]

      Large Block size 4.0 MB

      Used Block count 1

      Peak Allocated bytes 4.0 MB

      Failed Allocations. Bucket layout:

        16B: 21 Subsections = 21504 buckets. Failed count: 112220

        32B: 36 Subsections = 18432 buckets. Failed count: 43894

        48B: 31 Subsections = 10581 buckets. Failed count: 37705

        64B: 44 Subsections = 11264 buckets. Failed count: 20582

        80B: 19 Subsections = 3891 buckets. Failed count: 267

        96B: 19 Subsections = 3242 buckets. Failed count: 0

        112B: 49 Subsections = 7168 buckets. Failed count: 12533

        128B: 37 Subsections = 4736 buckets. Failed count: 15060

    [ALLOC_DEFAULT_MAIN]

      Peak usage frame count: [8.0 MB-16.0 MB]: 320 frames, [16.0 MB-32.0 MB]: 124 frames, [32.0 MB-64.0 MB]: 617 frames

      Requested Block Size 16.0 MB

      Peak Block count 4

      Peak Allocated memory 42.3 MB

      Peak Large allocation bytes 0 B

    [ALLOC_DEFAULT_THREAD]

      Peak usage frame count: [16.0 MB-32.0 MB]: 1061 frames

      Requested Block Size 16.0 MB

      Peak Block count 1

      Peak Allocated memory 19.4 MB

      Peak Large allocation bytes 16.0 MB

[ALLOC_TEMP_JOB_1_FRAME]

  Initial Block Size 2.0 MB

  Used Block Count 1

  Overflow Count (too large) 0

  Overflow Count (full) 0

[ALLOC_TEMP_JOB_2_FRAMES]

  Initial Block Size 2.0 MB

  Used Block Count 1

  Overflow Count (too large) 0

  Overflow Count (full) 0

[ALLOC_TEMP_JOB_4_FRAMES (JobTemp)]

  Initial Block Size 2.0 MB

  Used Block Count 2

  Overflow Count (too large) 0

  Overflow Count (full) 0

[ALLOC_TEMP_JOB_ASYNC (Background)]

  Initial Block Size 1.0 MB

  Used Block Count 3

  Overflow Count (too large) 0

  Overflow Count (full) 0

[ALLOC_GFX] Dual Thread Allocator

  Peak main deferred allocation count 6

    [ALLOC_BUCKET]

      Large Block size 4.0 MB

      Used Block count 1

      Peak Allocated bytes 4.0 MB

      Failed Allocations. Bucket layout:

        16B: 21 Subsections = 21504 buckets. Failed count: 112220

        32B: 36 Subsections = 18432 buckets. Failed count: 43894

        48B: 31 Subsections = 10581 buckets. Failed count: 37705

        64B: 44 Subsections = 11264 buckets. Failed count: 20582

        80B: 19 Subsections = 3891 buckets. Failed count: 267

        96B: 19 Subsections = 3242 buckets. Failed count: 0

        112B: 49 Subsections = 7168 buckets. Failed count: 12533

        128B: 37 Subsections = 4736 buckets. Failed count: 15060

    [ALLOC_GFX_MAIN]

      Peak usage frame count: [64.0 KB-128.0 KB]: 1060 frames, [2.0 MB-4.0 MB]: 1 frames

      Requested Block Size 16.0 MB

      Peak Block count 1

      Peak Allocated memory 2.7 MB

      Peak Large allocation bytes 0 B

    [ALLOC_GFX_THREAD]

      Peak usage frame count: [2.0 KB-4.0 KB]: 119 frames, [4.0 KB-8.0 KB]: 202 frames, [32.0 KB-64.0 KB]: 123 frames, [64.0 KB-128.0 KB]: 617 frames

      Requested Block Size 16.0 MB

      Peak Block count 1

      Peak Allocated memory 93.0 KB

      Peak Large allocation bytes 0 B

[ALLOC_CACHEOBJECTS] Dual Thread Allocator

  Peak main deferred allocation count 31

    [ALLOC_BUCKET]

      Large Block size 4.0 MB

      Used Block count 1

      Peak Allocated bytes 4.0 MB

      Failed Allocations. Bucket layout:

        16B: 21 Subsections = 21504 buckets. Failed count: 112220

        32B: 36 Subsections = 18432 buckets. Failed count: 43894

        48B: 31 Subsections = 10581 buckets. Failed count: 37705

        64B: 44 Subsections = 11264 buckets. Failed count: 20582

        80B: 19 Subsections = 3891 buckets. Failed count: 267

        96B: 19 Subsections = 3242 buckets. Failed count: 0

        112B: 49 Subsections = 7168 buckets. Failed count: 12533

        128B: 37 Subsections = 4736 buckets. Failed count: 15060

    [ALLOC_CACHEOBJECTS_MAIN]

      Peak usage frame count: [8.0 MB-16.0 MB]: 1061 frames

      Requested Block Size 4.0 MB

      Peak Block count 3

      Peak Allocated memory 15.8 MB

      Peak Large allocation bytes 6.1 MB

    [ALLOC_CACHEOBJECTS_THREAD]

      Peak usage frame count: [256.0 KB-0.5 MB]: 117 frames, [0.5 MB-1.0 MB]: 203 frames, [1.0 MB-2.0 MB]: 739 frames, [2.0 MB-4.0 MB]: 2 frames

      Requested Block Size 4.0 MB

      Peak Block count 1

      Peak Allocated memory 2.6 MB

      Peak Large allocation bytes 0 B

[ALLOC_TYPETREE] Dual Thread Allocator

  Peak main deferred allocation count 0

    [ALLOC_BUCKET]

      Large Block size 4.0 MB

      Used Block count 1

      Peak Allocated bytes 4.0 MB

      Failed Allocations. Bucket layout:

        16B: 21 Subsections = 21504 buckets. Failed count: 112220

        32B: 36 Subsections = 18432 buckets. Failed count: 43894

        48B: 31 Subsections = 10581 buckets. Failed count: 37705

        64B: 44 Subsections = 11264 buckets. Failed count: 20582

        80B: 19 Subsections = 3891 buckets. Failed count: 267

        96B: 19 Subsections = 3242 buckets. Failed count: 0

        112B: 49 Subsections = 7168 buckets. Failed count: 12533

        128B: 37 Subsections = 4736 buckets. Failed count: 15060

    [ALLOC_TYPETREE_MAIN]

      Peak usage frame count: [8.0 KB-16.0 KB]: 321 frames, [16.0 KB-32.0 KB]: 740 frames

      Requested Block Size 2.0 MB

      Peak Block count 1

      Peak Allocated memory 26.4 KB

      Peak Large allocation bytes 0 B

    [ALLOC_TYPETREE_THREAD]

      Peak usage frame count: [16.0 KB-32.0 KB]: 1061 frames

      Requested Block Size 2.0 MB

      Peak Block count 1

      Peak Allocated memory 17.8 KB

      Peak Large allocation bytes 0 B

Developer

I managed to replicate your bug: if you press start without selecting a character (pressings the buttons with portraits) is gonna make that error with game over state. You need to select a character first and then you press start.

Thank you for finding  this bug, I gonna fix it in later updates by making  disable the start button when the player hasn't selected any character.

Submitted(+1)

Visually very appealing but I am going to be honest and tell you that I found it to be kind of boring. I think this is pretty easily fixed however: double the speed of the characters and the monsters. At least to my tastes it feels way to slow, but this is an opinion and not a fact, try it out and see how it feels. This also screams for some j-pop like music. If you are going to go cute anime witch and bomb-elf you might as well go full kawaii and ramp that up: 


I would also make it so that killing enemies grant XP as well as the green pickups. Take these opinions with a grain of salt and see what other people have to say as well. 

Developer

Thanks  for your review, I will take in consideration what you say about the speed of the game, if in the future I see many people point it out, then I will change it of course.

Submitted(+1)

It's nice to see you back.

Overall I'm surprised by the polish and step up of your art since fiend's. Enemies are cute, distinct by their silouette. Maybe they should have more colours than green so you can distinguish them more, but I dunno if you wanna add color variation for powered up versions.

Even if on paper I don't like 3d particles mixed with drawn style the impact of your game is very nice. It's cool so see pretty lights and enemies explode (my philosopy with templar).

- At first glance I didnt undertand that mastery was a skill tree. adjust it so you can understand it right away; also darken the powers you can't select even more

- only one bad point, but I can understand the design if its a wanted interaction: with witch, if you cast a double/triple firball at point break the enemy hit will take out all projectiles instead of one (if it can be killed with one hit ofc) 

Take my comments from here on with a grain of salt because I didn't play vs or its clones:

- maybe crystals should disappear after X time, so you need to choose between danger to gain power or safety

- maybe have a low chance to make enemies drop a big crystal

- maybe hp refill on lvl up 

- maybe add the big common ball enemies earlier. 

- add to that, for your enemy curve, maybe have a 5min timer, not 10? so the evolution will be even faster

 Good job dud.

Developer(+1)

Thank you for the review, what you say about changing color of the enemies for variation is something I have in mind, the mastery tree I will try to make more understandable. The interaction of fireballs is intended, I want people using it as a shotgun be a valid strategy.

Making the crystal disappear after some time I think is a bad idea, I played many of these kind of games and destroying enemies while positioning on the screen order to get some crystals is part of the difficulty and challenge. I don't think people who like survivors-like games would enjoy it. 

I will take notes on that topic of the enemy curve, is gonna take some time make a good one, specially because I wanted to be 20 minutes... but I am working on new enemies and bosses, so I will have enough variety in the future to fill those 20 minutes.

By the way, did you try the ice spikes or thunders? right click let shoot icespikes that  slow and pierce enemies, thunders are a power up that appears when lvl up that make land lightning strikes at ramdom spots of the screen.

Submitted(+1)
By the way, did you try the ice spikes or thunders?

Both. I liked thunder gfx very very much is utility is great. Ice pierce is also good, gfx is a little tone down and usability was just fine (I didnt spec for it thou,. I can try another run where I spec  mostly ice/thunder and see where it goes. Your system is built for that, or fire should always be your main weapon?

Submitted(+1)

Played 2 more runs.

Full thunder dosen't work but I think it's fine (you could add a homing thunder skill that makes thunder spawn on enemies)

Full Ice is even stronger than fire, and when you start killing slimes you snowball a ton.

In the end there is balance problem once you descover ice is the strongest. I dunno what your philosophy is about this, but a potential solution would be enemies with elem res so you can't just spam your strongest magic for 10min 

other things I noticed:

- when you lvlup you fire(a fireball), so or you add a little cooldown when you pause to atks, or make lvlup buttons on release, not on push

- if you rightlick while in lvlup screen witch will do atk animation(it's very cute but still a bug)

- make pillars transparent when you go behind them. More on that, you should probably do this too for enemies/E.bullets.

- maybe make a list of all your Pows in the pause menu, or on the sides of the screen

Developer(+1)

Yeah, ice is OP now because it have infinity pierce, so they can damage a whole line of monster while fire don't, I will test some solutions with it, fire can be OP too because it knockback enemies, if you combine a high firerate + bullets you can pushback on ton of enemies with out them ever touching you.

maybe make a list of all your Pows in the pause menu, or on the sides of the screen

Good idea, I will work on that.

make pillars transparent when you go behind them. More on that, you should probably do this too for enemies/E.bullets.

Sure, I will make the pillars do that.