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(+2)

This is truely an amazing game. It is fun. It is interesting. It has great replayability. But it needs some work. 

Bugs

First of all is the soft-locks and game breaking bugs. there are quite a few. I reported one earlier. I have seen a couple more. (Described below). Even if you cannot fix them they need to be handled better. *1

Suggestion: instead of crashing revert to the map either as passed the current level, or revert to before the current level happened. 

Suggestion: instead of softlocks and/or crashes there needs to be a way to end run in the middle of combat so there is a way to at least get your gems from the current run even if it breaks. 

Map

Having the same map every time gets a bit boring. It would be nice to change it up. (even if it is just a few different maps possible) *3

Items

I think there are a lot of interesting items.

having items that get auto equiped and decrease strength until you are only doing 1 melee damage each hit can lead to brutal situations. Especially since you cannot remove items without killing everything or taking damage. So far this has only been an issue in the first room. (Perhaps not allow items that have negative strength from being dropped in the first room?) *3

At the end of the round, you suck up all of the items on the board. I would have expected you get those items but that doesn't seem to be the case. (Bug?) *3

Healing consumable items will randomly heal you for 5 instead of 10. If this is intentional, the reason needs to be spelled out to the player. (Bug?) *2

The cannon item always seems to make my character overweight and is thus unusable. (Bug) *1

The relative sizes of items don't seem to match up with their usefulness. *2

Characters

unlocks: having characters that can only be unlocked by other characters makes some sense but leads to long chains that are tedious. I have a fair few hours in the game 10+ but only have sage, warrior and ranger unlocked. *3

Sage's ability is interesting but not obvious. Having some summary of his ability score changes in a room/life would be good. *4

Souls

I like the idea of souls but I really didn't understand how they work. You gain blue from damage and collecting exp. You gain purple by killing enemies. 

However I don't understand when it calculates souls. It calculates when I take damage and when I have enough potential to end the level. When I kill everything but don't have enough to end the level sometimes it calculates but sometimes not? If it does calculate, the growth is very slow and the level goes on too long. If it doesn't the level is over fast. (Based on balance, not calculating feels like the intended outcome) *2

Levels

I am guessing the blue orbs dropped by enemies are exp. I don't understand how many are needed for a level up. *3

In addition the use of levels and souls are counter to each other. High souls means many kills all in one soul drop, the level is over fast and exp is low. High exp means a lot of kills in separate soul drops and the level is over slow. One of them needs to change. *2

 Suggestion: get rid of exp and levels entirely. Make it so you have the same attribute bonus screen (same as current level up screen) after each level. Add at least one item to allow players to get a second attribute selection screen. Change sage's ability to be selecting 1 or 2 extra attribute bonuses per level. (Plus it makes safes ability far more obvious)

I love the fact that getting duplicates of one ability merges them to give you both/all as one ability. This is genius, and makes duplicates far more interesting. 

I randomly got a choice of 4 abilities one time. No idea why. (Bug) *4

The idea of the combo meter is nice but it feels slapped on. Not much use but also not really in the way.  By the time you fill it up most things have probably been hit enough to be dead anyways. *3

Suggestion: replace with a hit counter. Every hit enemy adds one, falling off map (with enemies on screen) subtracts a static amount, restart at zero on the next level. Adding an item to lower the max of the hit counter may be viable but it feels like explaining it to the player will be hard. Perhaps one character like rogue could have a lower max, backstab-esque. (Good since the character requires some playtime to unlock, and more space to explain.)

Minigames

I have yet to see any real benefit of the minigames. Especially compared to the shop. Perhaps I have gotten unlucky but they seem not worth it. Perhaps buff them or perhaps scrap them entirely. *2

The tickets you can level up in the forge seem to have no effect. (Bug) *3

Errors:

Stuck on this screen, after opening inventory during level end sequence

It is possible to get your character seeingly stuck in the launch pipe after falling off the screen. 

I have seen others but forgot to screenshot. 

Conclusion

This is an amazing game rendered nearly unplayable by the sheer number of bugs, crashes, and soft locks. Please get play testers / QA to help fix them. But please keep working on the game.

Appendix

I labeled issues/feedback by priority *1 is higest priority *2 is next, then *3 etc. 

*1: game breaking issue needs resolved immediately.

*2: major content issue, should be priority to be investigated and discussed. 

*3: niche issue but major when it happens. Or improvement that can be made over time.

*4 odd one offs that are weird but not breaking. Fix when you have time. 

I also labeled probable bugs as such. 

All of my play time and thus bug finding has been on mobile, browser version, running in duck duck go browser on android. 

No I won't join your discord. Sorry in too many servers already. 

Hey, thanks so much for the feedback, it's really, really valuable at this stage. I don't think I can properly convey how much I appreciate it other than to say thankyou, because this is an excellent writeup of feedback for us!

I think nearly all of these issue are currently in the works already (I thought the tickets were working in minigames so I'll have to verify that one), and we plan to update the game some time in the next week or so to resolve quite a few of these especially crashes and soft locks like the ones you've also encountered... Given there are ~200 or so unique items stuff like the Joltstone crash log you posted is just really indicative of how time intensive it is to test all the edge cases. So unfortunately I think even after we get the main offenders in the game loop that are soft locking and crashing, there likely will be more. Seeing the crash logs like the one you screenshotted is very useful in this regards. 

The gameplay suggestions are actually nearly all things that Rourke and I have been discussing too, so it's great to see some validation of our thoughts on those. Some of these like the choice of abilities being 4 once maybe isn't conveyed properly to the player because that's actually something that can happen based on your luck/chance skill. Map variability is something that we've been intending on solving for a while but have a static map for testing for now. Later I would like to finish some procedural map randomisation I was planning, but we may also just have a dozen or so predefined maps to randomly select from. 

I'm sure there are more bugs and issues to find, and unfortunately getting QA testers is not really something we can afford to do, so very much rely on feedback from posts such as you've done here

(+1)

I am glad to hear that the game play suggestions were already being looked at. Nice!

I understand not being able to afford full QA. Having something that sends the error logs to you automatically may be a good idea so you can see what happens the most. 

The sheer number of edge cases is also why I suggest handling them more gracefully. If you can get the errors wothout relying on showing them to the player, then handing them better can make them less disruptive. 

All in all, great game. I want to see where it goes.