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(Edited 5 times) (+3)

Thank you very much for supporting Linux!

Here is my feedback from the demo so far:

  • The perfectly responsive controls, learnable enemy patterns, and random level generation made this a pleasure to play.
  • Are there any plans for persistent progression (permanent unlockables) for added replayability?
  • Maybe I'm just bad at this genre, but after a few dozen tries I'm not close to beating level 3, and especially considering that this is a demo, I assume that there are / will be many more levels after that. Not a complaint by itself, however my observation is that it's becoming a bit repetitive, and might get tedious before I can get over the necessary skill threshold to progress. Perhaps this is something that would be simply fixed with more content, or persistent progression to allow grinding up an advantage.
  • The Daemon boss seems to be considerably more difficult than other bosses.
  • Not sure if this is intended, but some weapons or weapon configurations seem to be significantly better / worse than others. For example, generally lasers seem to be much better than razors or Vulcan cannons. Ammo for some weapons seems to also last much longer than for others.
  • Razors and the arcing weapon modifier seem to drain ammo at a disproportionately rapid pace on contact (or arc).
  • It's a bummer that pickups and power-ups disappear when exiting the room, for example when entering a vault and finding pickups which would be much more useful after a boss fight. Is this an intentional design choice?
  • I've encountered identical, nearly-adjacent rooms on the same floor.
  • I wish it was possible to turn off the shaking HUD effect on low HP. I don't know what the "UI flicker" option in settings does, but it's not this...
  • Found a typo ("BULLETS" is repeated twice).
  • Another typo ("INVULNERBALE").

Looking forward to seeing the full version!

(+2)

This comment has almost all the feedback I had in mind. The only thing I would add is that I wish there was some non-random set of choices within each run, like how in Dungeons Of Dredmor, you can build your character based on a set of skill trees, and consistently make the kind of character you like to play. Even though it doesn't have persistent progression, it is endlessly replayable because of the custom builds.

Persistent progression would widen the audience, as well. Currently, the audience for this game is mostly limited to hardcore players, as it is very tough to get reasonably far.