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.