Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

1) UI felt very surreal at first glance. Character creation is put on the screen as a small window that is easy to skip if you want to close the main popup at game launch.

2) Movement feels wonky at times where you are trying to shoot enemies but instead walk towards that aimed position. Combine that with the camera that rotates when you move and it can feel quite chaotic.

3) The combat itself felt quite repetitive in the sense that there is no downside play ranged. You have a very safe position and pretty abysmal cooldown between seemingly infinite ammo. The 1, 2, 3 slots felt lackluster in comparison.

4) Infinite spawners feel bad in a way that you dont get a sense of accomplishment. It quickly changes the goal from exploring to speedrunning because staying in one room for too long leaves you more vulnerable than anything.

5) The picking up of items (if that is even possible) is not possible for me. Whether this is due to precise controls needed or some bug, I have reason to believe it led to me not being able to progress through certain areas with a locked door mechanic.

6) If the combat were a bit more skill based (less point and click from safe distance) multiplayer could be quite interesting.

7) For a fun competitive game mode I would suggest a mirrored generated dungeon setup that meets in the middle. This allows for players to gain an edge because of exploration and combat in ever changing terrain.

(+1)

Thanks for all the detailed points. I have some answers here we go

1. Yes the ui is surreal and janky. The surreal is just my abstract view of it, intentionally bare, sometimes broken until I can fix it the right way instead of covering it up. The janky parts are not by design (problems with overflow, positioning offscreen, etc, bad icons)

2. Not sure if its you or me. I have to take these case by case. In general I get this one alot and right off the bat i think small hitbox player was not expecting, but I think there may be broken cases like melee: click, run over, enemy has moved so char just stands there. Its not an auto battler so I want the engagement. The camera I have also taken flack for. I did put an option for the camera to center on the room, but its buried in a menu. The overthe shoulder camera I hope it reminds people of any perspective fighting game, even though it looks like its trying to be isometric view and stationary camera. I really have to bring out the option to change the camera or isometric it by default. I probably will end with both isometric/ orthographic view and perspective over-the-shoulder view, maybe even camera zoom into head for fps perspective.

3. Ammo is def coming! The cooldown is correlated to weapon power. I figured it would stay, and stay independent from ammo. I see what your saying about playing ranged. Its just the best way right now, but I hope to code up the melee options for gamers that want to play as a fighter, bringing in dash, kick, punch and jumping attacks as well.

4. Sorry yes it be like that. Need to keep a counter per player of how many enemies have spawned per room, especiialy for the drop zones where the player can't destroy the spanwer. Once the limit is reached the player wont be harassed and can move on. Also I want to cut back on the number of drop zones, maybe hold them back for boss spawns or something special.

5. There are more items than fits in the slots you can see, so even though they stack, its possible to run out of room. There's a bug where items end up in the spellbook which is weird. The game hasn't been fantasy for a while so I'll get that fixed up. Your right about the keycard and locked door. Def going to need to fix this if I stay the roguelite route.

6. Going with #3 more melee fighter stuff is coming promise!

7. That could be fun, I am going to make some area type levels and we will def have symmetric

Thanks for everything you could tell me, its much preciated and I got alot of work to do!