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I think the battles themselves are very fun, but the loot could use some work. It feels like there is too much given out after each battle to the point that it’s a bit overwhelming. It also does not help that it is hard to tell the difference between all of the different weapon types.

I think giving out less loot after each battle, but having that loot be more unique in its function would improve the progression a lot. Maybe some of the weapons deal more damage, while others deal less damage but have helpful secondary effects. It could also help to have more info on each item when you hover over it (something to the effect of deals x damage rather than just saying deals a small amount of damage).

The visuals and sound design are both very good where they are at, though as some people have mentioned, simplifying the UI some wouldn’t hurt, there’s a lot on the screen at the same time, especially in the inventory screen.

I do really like the deckbuilding aspect to it and think with some more polish in how loot is handled this could become something very good.

Thanks for playing and the feedback. Our next update will reduce the amount of loot. We are working to make the loot feel more varied so that there is more strategy in what to use on which enemies. Certain loot is also intended to effect the Slime's leveling/stats when consumed, more than doing damage or healing. The art is also going to get a major overhaul eventually, which will help to make each piece more identifiable, along with adding more animations. 

We do plan to add more info to the loot tooltips, though are working to balance how much info to not be overwhelming, as some comments already mention too much text. The Slime's stats affect the amount of damage from consuming an item, so we can't put a flat damage value in the inventory. We are thinking about adding up to 4 pieces of info to highlight the strengths or weaknesses of an item, but are still working out the details.

Even with less loot, the inventory is a tough spot for UI. We want the game to flow quickly, so we don't want people to have to move items individually, which required adding extra buttons. The filtering and bulk transfer are meant to help speed the inventory management up, once you get used to how they work. We're hoping that a tutorial will help to teach the systems so that they won't seem so overwhelming. The inventory systems are fairly new and will get more polish as we play more and get more feedback. We'll see if we can add some shortcuts for the most common filter options, once we figure out which they are.