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Hey there! My name is Ichit. I've done some QA for games like The Sims and Gears of War!

I played the game for an hour and wrote up a small report with some feedback.

Feel free to reach out to me if you want further testing on this product or any other products!


Feedback:

- Overall I had quite a bit of fun playing this game! I am interested to see how it progresses in the future!

- Really digging the pixel art. Reminds me a bit of Diablo

- Tutorial says "green shows it's lives" -- I am assuming it meant health or life.

- Tutorial didn't cover the trash bin(?)

- Trash bin does not allow you to throw cards from the middle of the field into it. Not sure if intended.

- Cannot put key into hand. Probably intended.

- I feel like the info being on the bottom right makes me need to dart my eyes alot -- especially when looking at stats on the top left.

- When getting an artifact from shop. I didn't know it was an artifact and not a card

- I thought the half health animation was a debuff (like I was taking bleed damage)

- Sacrifice card says "decreases hunger" but doesn't tell you by how much. When I used it, it removed all hunger

- I activated a trap, but it disappeared too fast before I could understand what it was doing.

- Skinning Knife, refers to armor as "the armor"

- Unsure how the large hoof works. I ended up picking it up, but died. haha. Is it referring to sell value of the card or something?

- One of the reward choices auto consume (which I was expecting to be added to my hand). One time with gold, another time with mana potion.

--> It caught me off guard a few times as some rewards actually require space to go in my hand. 

- Minor inconsistency: Weapon card is green, but health stat of monsters are green and players health is red.

- I didn't know Impulse card (IIRC) would destroy a card in my hand. I was curious what it meant, then lost my axe haha.

- More than a couple times I thought I could just use a weapon on the field to attack the monster. 


Suggestions:

- Cleansing - it says "resets the stress bar" -- this could be more based in the game. i.e.

"Relieves the hero of all stress"

- Maybe when you hover over an action that will simulate enemy attack, perhaps there can be feedback on enemies that they will attack

- Tutorial prompt yes and no prompts are switched. 

Usually for UI it's affirmative action on the left, negative action on the right.

I got caught in it and accidentally clicked the tutorial a second time haha!

- Idea for a weapon, when it's on it's last life, it deals triple damage.

- Idea for a weapon. Deals damage to this card and horizontal enemy cards if any

- Could be neat when you attack enemies or enemies attack you to use an effect sprite.

i.e. If you attack with an axe, there is an axe swing animation, or if an enemy scratches you, it makes a quick scratch animation

- Could add some small text to say "click to continue" when tutorial is occurring.

- Could be nice to have feedback when you hold a weapon and show what possible things it can hit.

- After you finish tutorial could push player into the main game to help streamline it a bit.

- Credits has links but it's hard to notice as hovering over links doesn't have hover feedback. (i.e. font color changing)

- Next button could be named "select" as you are selecting the character.

- Could use some feedback to differentiate cards that are draggable versus not draggable.

- Maybe the key should automatically go to the door if the door is also revealed unless there is a specific gameplay reason

- Could use some extra effects when door is open. maybe some glowing, or a torch being lit in the back, (kinda egging the player on to move forward)

- For soldier special. Would be nice to know how much damage it'll do. (i.e. Restores 5 HP (equal to armor stat))

- Could be neat to have different card formations or extra rooms.

- When selecting equipment before starting run, might be good to let player know how many options they got. i.e. 1/3

- Whip might want to mention that it's all revealed enemies on the board

- Could be neat to use weapon on unrevealed cards. (i.e. you reveal a monster, then you hit it, or you pre-emptively hit a concealed monster)

- Weapon idea. Poison dagger. Deals 2 poison damage (deals poison damage like slay the spire)

- When you take armor hit instead of health hit, could use a different SFX (like a shield being hit)

- When subjugating an enemy. I feel like it the UI should look closer to a weapon as functionally it is a weapon.

- Leech seems quite weak. Maybe if it can steal 2 damage at least.

- Game juice idea -- when you gain money or lose money, maybe there can be SFX played and it animating down.

- Could use SFX when a weapon breaks


Bugs:

- Mana potion text is too close to the left side of the border. Happens for some other cards as well.

- When shop has 7 or more items, the left most item collides with the mana bar

- Key SFX is still played when drag and dropping it into an incorrect area

- When I alt tab, and go back into game in web build. I lose my mouse cursor then accidentally press the wrong thing. This is rough when I am on the rewards screen.

(+1)

Hi Ichit!

Wow! So unexpected and pleasant :)

Thank you so much for such a detailed feedback!!

All suggestions and bugs will be reviewed and fixed :)

Cheers, glad it was of some use!