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(+2)

Nice game so far!

I notice the enemies struggle to follow you. Going up and down the level is an easy way to kite the green guys. The imps and the final boss suffer from this issue as well.

The weapon having 20 shots feels weird? It takes you by surprise when you need to reload. In my case doubly so, with two +60% damage early on I rarely needed to reload in the first levels.

Unprompted suggestion: Lust Shots: every 5 shot is a Lust shot, which stuns the enemy for a short duration. If you defeat an enemy with only Lust Shots, you get a lewd animation of them. Artifacts could interact with this by making Lust Shots more frequent, removing their stun in favor of more damage, making them regen hearts...

(+1)

I attempted to play trough the demo without any artifact. Thanks to my browser slowing down the game, I was successful!

The fourth wave was a chore. Without any damage increase the 3 ogres survive until the 2 cyclops spawn and the faster cyclops get in front of the ogres, blocking your shots with their 40 health.

The Boss herself was easier than I thought. It feels like her strikes and thunderclap attack hitboxes extend a fair bit upwards but not very far down. The strikes can be dodged easily by walking down and towards her, and the thunderclap and lightning fan charge long enough for you to get out of the way.

That's some dedication! The fourth stage is supposed to be a wall that pushes the player to get back to the hub to buy some artifacts, but I guess with the simple AI it is doable also by just evading the enemies. The speed artifacts especially make the enemies very dumb and easy to evade and will most likely be removed or made much less impactful in future builds. 
Anyway, thanks for the feedback and suggestions, we're definitely gonna consider some ways to spice up the gameplay by making the shooting more dynamic