Bug I came across:
- If I were to level up after opening a chest at the same time the game would resume with the level up U.I. on screen. I just needed to click to get out of it luckily
Critiques:
- I could not find any synergies beyond using farmers to get partial gold
- Having more than one type meant my upgrades were mixed making both types weaker
- The amount of gold that farmers made did not out weigh max damage so I just maximized the one damage type
- Farmers are more powerful if wanting to tank the game
- Pick up range upgrades felt extremely weak
- Despite getting multiple upgrades for it I could barely pickup anything outside of where the player was standing
- Be able to banish and reroll using gold
- Would have made Ideal builds easier to make
- Winning game achievements made the player marginally more powerful
- This is more of an opinionated point but I believe if the player is winning it would be better to create more of a challenge
- Some enemies were unfair
- Despite knights gaining over 100+ damage later on in my run giants were able to tank the damage
- Gargoyles shooting their beams made it hard to dodge (Maybe some telegraphing would help here?)
- This made using farmers and tanking the run more ideal because enemies would just despawn overtime and you would still be far ahead in levels
- Max health needed an indicator
- Gold chest and shrines needed a price indicator ui for player choice
Things I liked:
- The game feeling of being overpower but constantly being weak at the same time.
- The graphics were not mixed and all felt in place
- Music and sound effects were good
- Upgrades were very clear and helpful
- I do wish it was easier to get more uncommon ones. Maybe a luck stat?
- Achievements game a rogue lite feel to the game. I felt myself go out of my way to get some.