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(+1)

-I find it odd that my guy got up on his own, maybe I'm just too used to other games, they tend to make you press a button or wiggle the stick when you're collapsed in an event.

-Initial tutorial prompt is too much, hard to retain all of this at once before you even play. [later] I realize after the fact I (probably) could have noodled the controls at that point, but I assumed it was forcing me to talk with her first.

-Case in point, I forgot about the dodge immediately after the tutorial until mid way through the lizard fight.

-Surprised nothing happened when walking into the monster mouth, I assume he's the guy we're serving?

-Beat lizard guy, he felt fair for the most part but the dig attack suddenly getting an AOE range boost felt not well communicated, and arbitrary. The prompt for the navigator said to drag but I'm click n dragging the dots and it does nothing? I click the glowing dot to continue to the blacksmith.

-I wish it was communicated that the boss restart was a timed ability that leaves you open, I assumed it was a debug hotkey so I didn't have to beat the lizard over and over (boring). Depending on how long these boss rush segments are, maybe a life system / checkpoint would be better than per boss resets, so it feels less bad to die outright.

-As for the blacksmith fight, it's OK so far, but I feel the attacks are less obvious than the lizard. The fact that one attack does a screen wide cross shaped floor attack kept throwing me for a loop due to how understated it is.

-Gameplay in general is alright, decent fun but it feels very repetitive since I just do q q q, then q e when I want the power slash. Since the weaves aren't combinatoric, adding a third one might be fine? Since you don't have items that feels like the direction you would go as a player, unless you can switch out your weave selection with a button, like equip sets. Also, random critical procs in a boss rush seems kind of antithetical to the genre, unless you plan on adding classes where it's all about that, like an Assassin?

-Opening the skill menu, I now see that the slash weave actually give a big stat boost, not obvious at all. Should be an icon around the character or the healthbar. Ohhh, it's denoted by those pips by the top left I think. Not intuitive, looks too much like the special gauge it's next too (one of them is the same color).

-Having obstacles in the blacksmith fight is slightly aggravating, but I assume it's like that on purpose.

-Bug: he did the donut attack by jumping into the  right side wall corner, but the visual wasn't there then suddenly it flashed. Bit weird.

-So I tried like 8+ times but eventually real died twice to the blacksmith, I give up.

Not sure where this is going, keep up the good work.

(+1)

Thank you for all the detailed feedbacks!

- Yeah I will redesign the format of the boss rush as a whole, dying and restarting from the start is a bit too frustrating. Initially, the idea of the restart boss feature is to keep the tension. Bad idea.

- The combo system is likely to stay, I'll add more complexity and more things the player can do, the idea is there will be upgrades that you can customize the combo and weave to have special unique effects.

- UI will be revamped, it is indeed shitty.

- Tutorial flow is shit also, I agree.

I feel bad that you didn't have a good time, but I truly appreciate the feedbacks, thank you mate! Hope you give another try next time I revamp these things.

(+1)

> I feel bad that you didn't have a good time

I may have come off wrong, it's fine for where it's at, and I had fun with that mindset of playing an early game. But yes, there's plenty of things that could be done to make it better. Good luck with it!