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(1 edit) (+2)

Areas shouldn't be unlocked after a rebirth. You should be able to progress as far as you can and not be arbitrary forced to rebirth if you've beaten the boss of the "last" area

I agree, I stopped playing because of the forced rebirths. It really just makes all the time spent training pointless, and with the new Defense update, that means you spend even MORE time training just to be forced to rebirth when you could keep going. I think thats the biggest failure in this game, forced rebirths.

(2 edits) (+1)

I've removed that part completely now, and added a leaderboard to let you see how fast it takes you to beat the final boss at a certain rebirth e.g. took you x time with 0 rebirths, y time at 1 rebirth and so on to give you the ability to do that. Feel free to give it another shot and see if it helps at all if not, I'll do a heavy rethink of how I go about it. If that fails I think toning down the monsters by 20% for example and then having you unlock harder difficulties on first completion would be a good alternative.


Thanks for the feedback either way, gave me a lot to think about. Part of why I posted it here is to get it in the hands of people even if it risks getting a negative reaction to be able to start balancing and seeing what works and what doesn't/

Well, it's a double-edged sword. Forced rebirths waste training, but on that token, training for long enough can just run straight through without the need to rebirth. 

Taking out forced rebirths is a good step forward, for just a simple test. When/If you release on steam, I'd try to have more levels to play through. Higher numbers don't mean much if there's a ceiling that's easily reachable.

Overall, you have a good concept, and the framework is good, you just need to build upon it now to make it not only something that offers long term play, but also marketability so you can make money for your hard work.