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(+1)

This is very cool! It's a bit rough around the edges and you need some time to understand what is going on and what is your objective.

First quality of life change I would do is to make the attack automatic if I hold the mouse button. As the attack cool down is quite high, it has bad feeling when you keep clicking but only like two attacks, from the 7 clicks actually attack. Or maybe make it attack automatically even if I don't click only requiring the mouse position for the attack direction. Or add more feedback making easier to understand the cool down, like an attack animation, a tiny bar or something like this. Felt a bit unresponsive.

Pause when I'm choosing the upgrade. As the game keep running, you have to rush the decision, which kinda ruins that window of relief while you make a mid-term choice. But maybe, more importantly, this feels like a shoehorned feature. Maybe with time you could find the direction the game is trying to go. This feature is usually more suited to games with 'a build focus'. Like: "oh, maybe this time I will be an ice guy", "now I'll be the poison guy". But I honestly think you should focus on the mask and resource management and that feeling of being the master of puppets for beating a single hard boss.

I died like 3 times to the boss's explosion. And that in itself is fine. The problem is that, when you die, the game ends immediately so it is hard to understand what killed you. I only understood that when I stayed away and saw that ring and then the explosion. On the first 3 times I had no clue what killed me.

In the end, I won with a really cheesy strategy, summoning melee guys right on the face of the boss, and hitting along then, running away when it wanted to explode, then repeat. The fact that you can corner the boss is also a problem, I think, because then melee ends up being very strong. If the boss had a teleport move I think it would promote more variety from the player. 

The enemy and mask variety is really cool, but maybe having less units with more variety of effects would make for a more fun and strategic experience. Like a unit that cures the boss, so when it spawns, it have a high priority for the player, because he doesn't want to lose his progress.

Anyways, lots of feedback haha. I see potential, but maybe there is an 'direction' issue here too. What is the fantasy you are trying to create? Hope all these comments help! I really liked the project, and I feel like many players will struggle to understand and quit because of that, which is a shame.

Congratulations! o/

Also, the sound effects are really low volume

(+1)

Thanks for feedback! I was having a problem deciding what game i want to make, how to implement masks into gameplay. I had to cut a lot of conten like ability to apply all masks to yourself to become the mob temporarly, or a teleport mask. Also the boss behavioris badly optimised. The only thing that stops it to be stuck in corners is the function, that sets boss target to player no matter what, if boss is standing still for about 1 second. I had no time to add actual melee attack to the boss,so i added an explosion and i think i made it too powerful. Actually I wanted to have an attack that knocks back enemies, but i had a lot of problems with physics, so I just forgot about it. The whole concept of the game was flawed from the beginning. 

Speaking about "build gameplay",I actually hoped to balance the upgrades to have this kind of style. The pause while choosing is rational, I dont know why i decided to create a slowdown istead of it. If i had time, a would like to change the upgrade system to be like a tree, so you can choose paths to go, like get mana from melee attacks and focus on melee at general, or focus on upgrading your mobs.

Again, thanks for feedback!

P.S. i had no time to add volume sliders to the game :( 

You're welcome! It looks like you were aware of some of the game's problems. I guess you should just focus on something simpler in the system design side of things. As it is very hard to predict how all the systems will behave before creating them, you kinda risk a lot by discovering it late in the jam period. As I said, it's a cool idea but the core is too complex and layered, creating too many game design problems you didn't have time to solve