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(3 edits)

I remember playng your game some time ago, it seems to be significantly improved.

Basic gameplay is good, enemy design is diverse and challenging, I played too little to talk about balance but at the first blush all options presented when game gives a choice seem to be reasonably interesting. The tutorial is simply excellent, paradoxically leaving me with even better impression than the game itself. Overall, I think this game is very promising and deserves wider audience.

Few nitpicks / suggestions:

  • I still dislike ‘chompy’ movement style on global map, especially since it does not serve any gameplay-related purpose.
  • I was overjoyed to find ‘autofire’ option in settings, but for some reason it still requires pressing ‘fire’ button once at the start of combat.
  • AB_1, AB_2 and AB_2 keybindings should probably be renamed more clearly
  • Default keybinding for dash seems slightly awkward, is it intended to be pressed by pinky finger? After some experiments, I ended up with remapping spacebar to dash and setting autofire on. Maybe default of Alt key would be better for dash?
  • Does dash have iframes? I feel like I took damage when dashing into the enemies, but I am not 100% sure
  • At the same time, zero-cooldown dash seems overpowered, maybe make it at least a second or two
  • Perhaps add stronger indicator of ability readiness, maybe even as something like ‘green dot’ directly on player sprite

P.S. If you want to test my game, https://alsoknown.itch.io/way-to-crown, I would appreciate it. Unfortunately my game is a bit more complicated, so it may take little longer to test.

(2 edits)

Thanks for playing (again haha), glad to hear you think the game has improved!

My thoughts on your suggestions:

  • Do you think it would be improved with changing the animation? Or would you prefer completely getting rid of the grid based movement?
  • Ah, that is a bug then because autofire should start each battle activated
  • Good point, I’ll change this
  • I chose the controls using right shift with my right pinky, but I think most people automatically may think left shift is intended? Which one did you try at first? Maybe alt could indeed work better if you want to have dash on your left hand.
  • Dash does not have Iframes. Only when dashing through blue (cyan) attacks does it prevent damage
  • I like the low dash cooldown because it allows some heavy dash-focused enemy attacks (mainly one for now haha). I think the dash is not too strong because for a lot of attacks you need more precise dodging anyways.
  • Also a good point, UI is something I’m struggling with because I want to convey quite a lot of info while you don’t really have a lot of time to pay attention to other things than your character. Indicators directly on/around the player might be a good approach.

Thanks again for playing and leaving feedback! I’ll try to incorporate your suggestions in future updates! I’ll check out your game, hopefully I can also provide some useful feedback :)

(3 edits)

Do you think it would be improved with changing the animation? Or would you prefer completely getting rid of the grid based movement?

In ideal world, it would be simply free movement. I think current implementation is basically to simplify movement code, which is absolutely fine in prototype, but now in polishing stage it may be worth investing some development time.

I chose the controls using right shift with my right pinky, but I think most people automatically may think left shift is intended? Which one did you try at first?

Oh, I did not even think about it. Right shift would be fine too. I suggest either renaming it to something like “L/R Shift” or, if your toolkit allows it, detect LShift and RShift as two distinct keys

Dash does not have Iframes

low dash cooldown because it allows some heavy dash-focused enemy attacks

This is also a valid design, it is just very unusual (which may be a good thing, perhaps get more feedback on this)

(+1)

Thanks for clarifying! I’m unsure about free movement tbh, I’ll think about it. I also left some feedback as a topic on your game :)