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(2 edits) (+1)

Game kicked my ass.

It's a very cool game idea that kept reminding me of Magicka and it's spell system the whole way. I think the game could be even cooler with more elemental interactions but maybe I haven't seen them all.

Had no trouble with the tutorial, but the first room of the first level sure made me feel retarded. I think you should leave the enemies inflicting status effects until just a little bit later, and let the players focus on learning how to play. Once I got used to the game (took me a while but it wasn't frustrating at all) I didn't have a lot of trouble with it. Oh, love the small slowdown when killing enemies, that felt nice.

Something that really sucks is that I can't break barrels with the pistol. Why? That caught me off guard a few times. Also took me a while to realize I can mix the same element a few times, but maybe I was just being dumb there lol.

Visuals are nice and so is the music. Played on Ultra and the framerate never dropped from 144.

Overall I'd say I liked this one qutie a bit. Here are some suggestions:

  • Make the map generation result in less empty hallways since those kill the pacing a little bit, but that might be personal preference.
  • Play around with the zoom level, I believe zooming out a little bit would be nice.
  • You have many elements but aside from the elemental effect, they all feel the same. Why not make it so each element is a different attack? That would make mixing them way more fun. Think of Gunstar Heroes and how you can combine two weapons into one.
(1 edit) (+1)

Thanks for playing! 

Had no trouble with the tutorial, but the first room of the first level sure made me feel retarded. I think you should leave the enemies inflicting status effects until just a little bit later

Fair. I want to make a new tutorial that you actually fight enemies in, in theory it'll help bridge the gap between learning the mechanics and being in an actual fight.

Something that really sucks is that I can't break barrels with the pistol. Why? That caught me off guard a few times. 

The barrel model actually isn't tall enough to reach pistol-aiming height, that's why. I had the collider extend past the model before this build, but that made the sentries unable to aim at you through a group of barrels, so I changed it. I think I'll make a new barrel model that's the right size.

Make the map generation result in less empty hallways since those kill the pacing a little bit, but that might be personal preference.

Sure. I want to add portals at the end of room chains that teleport you back to the start room as well, should help with backtracking.

Why not make it so each element is a different attack? That would make mixing them way more fun.

Tempting, but I'm not sure how that would work. I designed the game with the core idea that elements don't dictate the behavior of your weapon, that's why you actually have dedicated weapons instead of Magicka's amorphous "cast" button. Not to mention, how would that logistically work? How does a fire scythe swing differ from an ice scythe swing? Or a water swing? Or a water + ice + poison swing? It is definitely a cool idea, don't get me wrong, but it seems infeasible.