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Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

From the moment I started this up, I could tell the sort of game this was. Not about it being a deckbuilder or about it using GPS, but that its eventual form would be that of a microtransaction  heavy game, possibly with gacha elements. I'm not going to judge for these elements, I can just see them.

With that said, I had an issue with this game. Namely, I understood HOW to play but I never felt like I understood how everything worked together. In short, I didn't understand how the systems combined. I didn't understand how each stat worked, I didn't understand how playing cards increased the damage of my sword, I didn't understand why cards just disappeared from my deck. Nothing made sense.

The reason I point this all out is because without a fundamental understand of the game's mechanics, a player can't get "good" at the game. Instead of reinforcing an understanding of how to play and how things work, the game just keeps pushing forward and introduces new terms without any real depth to them.

I also had an issue with how mismatched the artwork in this game is. The player avatar doesn't bear any similar style to the artwork for Odeon who doesn't bear any similar style to the artwork for Auntie who doesn't bear any similar style to the artwork used for Arlette who doesn't bear any similar style to the artwork used for those random dudes who said they'd become the Grandmaster, etc etc. This lack of consistent style makes me think two things: either this is all asset use or it's made using AI. Both are problems but where the former is just an issue of consistency, the latter is just a problem that would get the game judged unfairly. A lack of consistency just makes the game feel cheaply made, like the visuals didn't matter.

I also found moving around the map to be strange. I was playing this on PC, and trying to turn the camera on the map was a struggle due to other interactions the mouse did. When I move around, I'd constantly get moments of "Oh hey, you moved your spirit too far from your body."

Then there are the bugs I encountered. In several events, I'd get to what I think was the last piece of dialogue only for the game to just go "OKAY WE'RE LEAVING THIS BYEEEEE!" before I could even read what was said. This happened multiple times and I don't know why. I also had an issue where Auntie was supposed to have given me 6 Fire Arrows, but I never got them. Maybe there's an explanation as to why, but for the life of me I couldn't figure it out.

Overall, this became a bit of an annoying experience as I never felt like I understood anything that was going on nor was being warned properly at times. For example, I went into the vault to try and get some stuff, and was floored when the second monster was prepped to do something like 50 damage to me when enemies before that point had only been doing, like, 7. On the world map, there's a warning if you're vastly underleveled for that stage but not in the vault?

There's stuff here to like, but there's also a LOT of room for improvement in a bunch of different areas. I hope to see this game get better over time.

Thanks for the feedback and taking a look! Definitely still need to update a lot of art for sure, and good feedback on the mechanics / clarity. We've wavered back and forth between more and less tutorial, and this definitely seems like we prob need to make a few adjustments and updates to ensure we're communicating clearly how things work. 

And great feedback on getting a notification for high-level vault monsters - it honestly didn't even occur to me and will definitely implement when I'm able! And yeah - it sounds like a few of the controls on PC are acting up a bit - will definitely try my best to add some extra polish and clarity there for sure. 

In any event! Thanks for the feedback and taking a look at the game!!!