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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.