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https://www.twitch.tv/videos/2558804499

Idk seems like a solid idea, execution has a long way to go. I felt like some enemies were really hard to beat with some characters, may be skill issue. The upgrades were all whatever. I know this is just a tech demo, basically, but for a real game you will have to pace the difficulty and enemy variety better, start with super easy ones, offer some meaningful upgrades, then move on to more complicated enemies and higher numbers of them.

Thanks for feedback and live stream.

I was wondering if you saw mini-map (It disappears during fight but reappears when room is empty), seemed like you didn't know where are room adjacent without checking "manually".
I was also wondering why for the first half you would skip item rooms. Items are divided into small stat-ups (standalone they are whatever) and full items (at least one per item-room)

From my observation locking some harder room layouts and making floor smaller until player beats a boss for the first time would be a good idea. Currently game has no save-file system so I just unlocked all there is.

The minimap design ran completely opposite my intuition, I kept confusing where I am with … the places where the portals are?

I thought the "shop" sign was "you started here" sign that’s why I never went there in the beginning. I mean, currently it’s ok to go there, you get a bunch of bonuses. Not very interesting. A proper shop with some choice of what to upgrade will be more meaningful.