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I made a full mage play-through of this campaign, and it was rather enjoyable. There is so much potential in this engine if it's developed further.

I have compiled a rather long list of all ideas and feedback that I wrote throughout my play-through. I hope some of it will be useful.

FEEDBACK:

-Add an option to switch off "crit camera shake"; improve it with only a single "pulse" on crit instead of full-on shake.

-Keep recent areas in memory for 3 minutes or so. This means don't respawn enemies and despawn items.

-Add an overlay (or fullscreen minimap), as well as a world map.

-Add randomly spawning elite version of normal enemies that drop loot

-Add randomly spawning golden chests with better loot

-Improve boss chest loot to blues and purples. Too often boss chests drop nothing and it's really disappointing.

-Add multiple random affixes to loot - 1 for greens, 2 for blues, 3 for purples; to make loot more interesting and unique.

-Add item crafting - a way to upgrade white/green items by one level, adding an affix.

-Add a way to respec attribute and skill points to enable trying out new builds and skills without ruining your build.

-Add more sound variation and pitch shift.

-Aiming at enemies when they're walking around randomly is very frustrating. Increase hitbox sizes or make AI movement more predictable.

-Add more interesting AI behaviors - most enemies are either charging you down and/or throwing projectiles at you.

-Add more skills:

    -dash skill with iframes in the ranged tree

    more AOE spells

    -immolate that burns nearby enemies and adds fire res - toggled, continuously drains mana, or health if mana is empty.

    -chain lightning that jumps between enemies

    -frost nova with short freeze (root) effect

    -channeled arcane beam/life drain? spell dealing darkness damage

-Spell scaling is whacky - thunder strike deals less damage than shock for example.

-New weapon tiers make previous ones obsolete, even if it's a white quality one vs a blue/purple lower tier weapon.

(+1)

Thank you for playing, and for the detailed feedback!

Some of your points are things that are already implemented/planned for the next version:

  • Chests will never be empty. Boss/mini-boss chests will have better loot as well.
  • Randomized items with multiple affixes will be added.
  • There will be a purchasable item to respec you character.
  • Skills have been rebalanced. Keep in mind that some skills like Thunderstrike have the advantage of hitting multiple enemies, so their base damage is going to be a little less than the single-target skills.
  • More skills are planned as well.

I recall that some old Flare version had skills like stealth, teleportation, shield blocking and healing. And the player character could equip both melee and ranged weapon at once, one each hand. Making melee and ranged attack switch easy.