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(+1)

I like the concept of a mimic dungeon. It is a great setting.

Picking your character was in Spanish, while everything else was English. I played solo with the artificer.

It would be nice if there was a visual aid to keep track of your ammo, and more so, the reload delay.

It was interesting using the mouse or right stick to aim, but having the character only able to shoot in front of them, resulting in needing to better coordinate your shooting and movement. I like the concept, though it will take a bit of getting used to. It would be nice if while moving they had at least some ability to shoot other than straight ahead. Maybe 15-30 degrees off center to either side. Having to run out to where the enemy is shooting you and stop, then line up your shot was frustrating. This was most notable when needing to get around obstacles requiring facing the wrong way and unable to be shooting as soon as you cleared it, but stopping guaranteed getting hit. Maybe with more practice I'd work out a better strategy, but it felt like there wasn't a good way to hit many of the enemies without taking a bunch of damage and needing to heal.

I started playing with a gamepad, but as the room with the merchant loaded it stopped working and I switched to keyboard and mouse. I wasn't sure of all the keys, so pressed things to figure out what I could. Other than not being sure of the keys both seemed OK ways to play. 

(+1)

Hi! Thanks a lot for taking the time to play and leave such detailed feedback, it really helps us improve.

  • About the language mix in character selection, that was our mistake, we just forgot about adding translation there during the game jam xD, we’ll make sure to fix it in the next build.

  • Ammo/reload indicators are a great suggestion, we’ve already been thinking of ways to make resource management clearer, so this definitely reinforces that.

  • Regarding aiming/shooting: we wanted to encourage positioning and movement strategy, but we see how the straight-ahead limitation can feel frustrating in certain situations. Your idea of allowing a small angle offset is really interesting, it reminds me of enter the gungeon, and we’ll experiment with it.

  • The controller issue in the merchant room is definitely a bug, thanks for pointing that out! We'll investigate and patch it, if you have any extra details please share, for example were you playing the windows build or the webGL one?

We’re glad you enjoyed the game concept, and your notes give us a lot to work on. Thanks again for sharing your thoughts!

(+1)

I played the web build. I'm on Linux, and my browser is Vivaldi (Chromium based). My gamepad was an 8BitDo Pro2 connected via USB in XInput mode. I have seen it occasionally have a disconnect issue, but not recently, and most games seem to be able to pick it back up after the short disconnect. It happened during the transition, so I don't know the exact point when it happened, and when I looked at the controller it was connected and recognized. I tried unplugging and plugging it back in, but it still did not detect. I just did a quick test on the title screen and it handled the unplug/replug just fine there, so I'd guess something during the transition itself.