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The similarities of the weapon mechanics between your game and Vampire Survivors were clear to me and I also thought it was a deliberate choice, but I think it would be interesting for you to examine why I think it works in Survivors and less so in your game (my opinion only).

The main reason I think why that is is that in Survivors you’re mostly running away from the mob so the skills can be passive and most of them are also tuned so that it works in the favor of the player. In your game it’s more of an act of active hunting so I think the better choice would have been to give player more agency in their skill activation, or at least communicate that part more explicitly.

Thank you for expanding on it.

Considering ways to give more agency to the player:

Having a button press for each skill adds a lot of complexity. However, range-based activation seems a good candidate to replace  fixed interval attacks, as the player can actively select the time window to burst their oponents.

Will have to discuss with the team for making some changes, but your feedback is well appreciated.

If you have more suggestions, I'm all ears 👍