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I like the game concept, but the implementation needs work. I beat the first battle, but then found most of the following enemies became more difficult at too fast a rate for my current skill level. Some of the enemy abilities that could stay with you and hit multiple times seemed like they could almost completely kill you with one activation, and I faced that within the first few fights. The difficulty curve, especially what abilities your opponents get access to, needs to be better balanced with what they player can get. I never had enough to buy anything, but the enemies just kept getting more powerful. The lack of being able to get upgrades, while being constantly overwhelmed by the opponents, made it not enjoyable enough to try to keep playing to improve my skill.

The font was too large in many places for its container and got clipped. Most were still clear enough, though the settings for selecting your input choice cut off some of the letters and would be the first place I'd fix. It also felt odd switching between mouse and keyboard so much. If the main combat is meant to be all keyboard, then it would be good to have the rest of the UI also be keyboard based. On the other hand, if you want to use the mouse in other parts of the UI, then adding mouse clicks for the 2 special abilities would be helpful.

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Thanks for taking the time to play and leave detailed feedback, I really appreciate it.

A lot of what you mentioned comes down to how the game expects players to learn its systems, and I completely understand how that can feel overwhelming early on. The economy and difficulty are heavily tied to mechanics like max HP, armour, and overkill bonuses, which aren’t always obvious on a first run. If those aren’t discovered early, it can definitely feel like enemies scale too fast while the player can’t keep up.

The game is designed so that learning and experimentation are a big part of progression, which is why there’s a tutorial and also a 2-Player mode that acts as a sandbox where you can freely practice trying every weapon, special, and armour piece without risk. That said, I can see how the game could do a better job nudging new players toward those learning tools instead of assuming they’ll be used.

Regarding the UI and font clipping, that’s useful to know. Scratch can sometimes fall back to a different font depending on browser or settings, which can cause text to clip, but I agree that the settings menu in particular should be clearer and is something I’ll look into improving. The mouse vs keyboard feedback is also fair, and I’ll think about how to make the control scheme feel more consistent.

Thanks again for the feedback. Even when the experience doesn’t click for someone, comments like this help highlight where the game can communicate its ideas better.

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Also, if you’re okay with it, would you mind sending a screenshot of how the fonts are clipping on your end? That would really help me understand what’s happening and make sure I’m addressing the right issue.

Here are some screenshots of what I see. I am playing on Linux, so if you are relying on installed system fonts that are common to Windows, that certainly could be the issue.

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Oh jeez... yeah, I'll consider using a different font that supports Linux as well.

Thank you reporting this issue, I had no idea it was like that!

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This was the intentional look: