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(+1)

Hey, I love the game! Very cool idea, and I've enjoyed what I've played! I'd love a web build for the demo. Ran into only a couple of issues in my time with it. 6 real issues I saw, and a few suggestions documented below.

## Bugs
1. When the cultist shot a firebolt at me I got a lag spike. I'm guessing the firebolt is being instantiated when the enemy fires, if that's the case consider using an object pool or make the fireball a part of the cultist. Alternatively it may've been a shader caching thing.

2. As a mage when I was close to a wall the spell doesn't work since since it collides with the wall immediately

3. The enemies sometimes get stuck on obstacles

4. If you drop your health/mana potions in the dungeon you can't pick them back up

5. I couldn't figure out how to use the mana potions, not sure if this is a bug or a UX issue

6. Potions always showed filled unless picked up in inventory


## Suggestions 

1. The worm in the desert needs some kind of attack. He never attacked me so we just sat staring at one another while I waited on my mana to recharge

2. Please some kind of dash or dodge, will add a significantly higher skill ceiling

3. Pause the game when the passives menu is open or if that is not something you want then do something similar to the inventory and make it pop out when it's open

4. Give me some kind of hotkeys for my abilities and put them on screen. It was really confusing to figure out right click was cast

5. Something about the mouse control options is confusing for me. Unfortunately, I can't place my finger on it. I think the problem would be solved by changing from the dark grey of what to click to a blue, red, or yellow. Just make it more obvious.

6. Some menu for the identification of items. It happening automatically was a bit jarring

7. Some of the rocks in the desert seemed like they should have smaller hitboxes 

(+1)

Thanks for the detailed feedback is great!

Yeah i had a web build but i took it down because savefiles between windows and web arent compatible and doesnt break characters with new updates.

1. Ill investigate the fireball lag tomorrow i did not get this feedback issue before.

2. this has been reported too, projectiles have larger hitboxes and i will find a fix for it tomorrow too maybe disabling wall collisions for a bit on spawn.

3. This is also reported, but is a larger feature as the game overall needs a new pathfinding algorithm so mobs do not get stuck on corners and such.

4 . This may be because on the default item filter, all common items are hidden bu default, you can hold ALT to show all loot, i will be adding common items of your level back to the filter tomorrow so they show up.

5. This is something i wanted but got tricky, i could add a hotkey to all skills and shortcuts but since you can keybind any button i would need an icon for each keyboard key to display, you can check all controls on settings for now.

6. The intended elixir behaivour is for them to empty when moved, as this could incentivize grabbing filled potions in the inventory and equipping them after the others run out, so they only fill when killing mobs or entering town.

1. The worm has a bit melee skill and a burrow dash attack, however it seems the dash has such a long cooldown it causes it to idle for a while, i can reduce its cd or add a spit attack in the future.

2. The game has movement skilld later on such as a teleport, a leap slam and a whirl dash but none are made as default, i may add a default dash on a cooldown later if more people feel is neccesary, but as i mentioned, options are and will be available maybe more movement skills starting level 1

3. Many ui issues like closing any menu with esc have been reported and fixed for next patch, the tree pause is another feature that has been requested before and i wanna add it, may take a bit more fiddling to make it work though

4. Same as elixir issue

5. Thats a nice catch i will change it to a brighter color next patch

6. I may add a sound effect for it as a placeholder, as it does not really need to open a menu to do this (is just more convenient ) but i could open the player inventory so you visibly see each item get identified

7. I will check this tomorrow and adjust their hitboxes if they need to be

Would you mind me sharing your demo on our socials?

(+1)

Sure go ahead! The more hands on the game the better , i can find and polish issues better!