I really liked the kiting mechanics as well as the animations of the game. It was really fun to just increase the attack range as much as possible.
The art style and soundtrack give the game a lot of character and is immersive. The game does a good job of trying to force the character to adopt a strategy of moving and attacking simultaneously. However, the randomized buffs you can get per level can also open new strategies. For example, if you get enough range and speed upgrades, you can effectively adopt a standing strategy where you just click as fast as you can around the player while remaining stationary. I think this is a very unique aspect of this game that echoes its main inspiration, Vampire Survivors, very well.
I liked just running around and killing Goblins in the game the look was very nice, and I really like the start button being integrated into the floor. The upgrade system was nice to be able to upgrade a bunch of different aspects of the player.
This game captured the basics of a roguelite/survivor game very well.
Exactly the kind of game I like, has the structure and visuals of a great survival like game. The leveling of player is very fast and enemy difficulty don't really fall off as the player gets stronger.
Levelling up is cool and I don't think we've seen that yet in class. Gameplay is simple but fun, ie the basis of the Vampire Survivor genre, and I'm impressed you got a selection system for traits going.
The game feel is really good, and the ui is pretty clear.
The roguelike idea that we can choose stats to upgrade is cool.
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What could this game have done better?
****************************
maybe a few more visual effects could be added, but overall good game!
It wasn't immediately obvious that you had to aim with the mouse, though that could have been just the result of me not reading the instructions in the game's description. While it isn't necessary, I think adding some variety in the enemies could also introduce interesting scenarios - think how Vampire Survivors forces the player to constantly adjust their strategy upon seeing new enemy types appearing. I somewhat agree with the TAs comments during the presentation - sometimes the buffs don't exclude each other enough and some buffs are clearly better than others (I'd rather take the 'all stats up' over anything else, just on face value at least).
I feel like there was a lack of depth in fighting the enemies. After a certain point it just became a mindless clicker, because I was too strong for the goblins. So maybe different types of enemies with different types of attacks, so the player has to think more about the incoming attacks to dodge.
For a prototype, this game is very well done in terms of fundamentals. To show more depth, this game could include unique or mutually exclusion upgrade paths and special enemy patterns with unique AI (bosses or other enemy variations).
More unique upgrades can be offers, such as tiered upgrades, for example range up can slowly turn into more swords etc.
There's not much meaning to the buff choice because there's no opportunity cost of going a certain bonus path and there's no traits or combos that effect gameplay you might build into
Maybe consider more on the difficulty building since the current version becomes easier as the game progress. Also, the map can have more obstacles or other stuffs.
The animation feedback is a little bit weird, as it doesnt match the actual attack range and directions.
Comments
What did this game do well?
****************************
I really liked the kiting mechanics as well as the animations of the game. It was really fun to just increase the attack range as much as possible.
The art style and soundtrack give the game a lot of character and is immersive. The game does a good job of trying to force the character to adopt a strategy of moving and attacking simultaneously. However, the randomized buffs you can get per level can also open new strategies. For example, if you get enough range and speed upgrades, you can effectively adopt a standing strategy where you just click as fast as you can around the player while remaining stationary. I think this is a very unique aspect of this game that echoes its main inspiration, Vampire Survivors, very well.
I liked just running around and killing Goblins in the game the look was very nice, and I really like the start button being integrated into the floor. The upgrade system was nice to be able to upgrade a bunch of different aspects of the player.
This game captured the basics of a roguelite/survivor game very well.
Exactly the kind of game I like, has the structure and visuals of a great survival like game. The leveling of player is very fast and enemy difficulty don't really fall off as the player gets stronger.
Levelling up is cool and I don't think we've seen that yet in class. Gameplay is simple but fun, ie the basis of the Vampire Survivor genre, and I'm impressed you got a selection system for traits going.
The game feel is really good, and the ui is pretty clear.
The roguelike idea that we can choose stats to upgrade is cool.
========================================
What could this game have done better?
****************************
maybe a few more visual effects could be added, but overall good game!
It wasn't immediately obvious that you had to aim with the mouse, though that could have been just the result of me not reading the instructions in the game's description. While it isn't necessary, I think adding some variety in the enemies could also introduce interesting scenarios - think how Vampire Survivors forces the player to constantly adjust their strategy upon seeing new enemy types appearing. I somewhat agree with the TAs comments during the presentation - sometimes the buffs don't exclude each other enough and some buffs are clearly better than others (I'd rather take the 'all stats up' over anything else, just on face value at least).
I feel like there was a lack of depth in fighting the enemies. After a certain point it just became a mindless clicker, because I was too strong for the goblins. So maybe different types of enemies with different types of attacks, so the player has to think more about the incoming attacks to dodge.
For a prototype, this game is very well done in terms of fundamentals. To show more depth, this game could include unique or mutually exclusion upgrade paths and special enemy patterns with unique AI (bosses or other enemy variations).
More unique upgrades can be offers, such as tiered upgrades, for example range up can slowly turn into more swords etc.
There's not much meaning to the buff choice because there's no opportunity cost of going a certain bonus path and there's no traits or combos that effect gameplay you might build into
Maybe consider more on the difficulty building since the current version becomes easier as the game progress. Also, the map can have more obstacles or other stuffs.
The animation feedback is a little bit weird, as it doesnt match the actual attack range and directions.