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The game already feels like a real, polished project with a strong foundation. Combat is generally satisfying (even for someone who doesn’t usually enjoy this style), and moments like the slow-motion sequences stand out. With some polish and tuning, it could become a very engaging experience.

Strengths

  • Combat feels solid and satisfying, even for players not usually into this style.

  • Slow-motion sequences are very fun and rewarding.

  • Strong foundation that makes the game feel like a complete, real product.

Suggestions / Feedback

  • Starting combat doesn’t reset cooldowns.

  • First spell (fireball) cost 25 mana while starting mana was only 5, felt kind of bad that that was my first ability I chose. 

  • Ground Slam can be canceled too easily by accident.

  • Once an ability is chosen, there’s no way to back out.

  • Shops/monster loot can feel worse than starting gear, which is demotivating.

  • Boss stun duration (~5 seconds) feels too punishing.

  • Skipping rewards for money feels discouraging, compared to systems that encourage experimentation.

  • Add music to the starting scene and SFX for lobby button presses.

  • Make Ground Slam harder to cancel accidentally.

  • Allow canceling/backing out after selecting an ability.

  • Add more “juice” to combat, e.g., screenshake and extra particles for impact. Its already pretty good though.

  • Expand relic/equipment variety to create stronger run-to-run differences.