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(+1)

I think I beat it! It took many tries and about 20 minutes, but most of the gameplay (once I read the tooltip) was spamming E and waiting for Q cooldown if I had an attack buff.

It does feel like playing support on an mmo, kinda. It has the ability icons and the timers, but part of what makes those experiences “fun” is the cooperation. Not only does everyone have to know what to do, but they actually have to do it. That feeling is going to be hard to replicate with bots but I think there are some shortcuts that would also benefit other areas of the game.

Most of my problems with the combat stem from the fact that your party stands at their desired range and attacks without moving. The bosses don’t move much and a few of the bosses were literal pillars (though the pop-up turrets in those rooms were a nice bit of variety).

I can think of a few ideas for this. The easier one might be to give the players over the top anime-style attacks. The giant axe guy could leap large distances to attack or shield other party members, and the sword lady could do lunging slashes. Something to keep the party moving.

The other idea I have is to add some progression to the dungeon. I’m thinking of BG3, where the combat arenas feel distinct and the enemy makeup is varied, keeping your party moving around and adding some progression to the boss. Not that a boss rush is a bad thing, but it was demotivating the first few times.

I liked the upgrades and how they changed the spells! The combo on E was a nice touch too. I recorded the gameplay: https://youtu.be/Hovr6jd8QDc

(+1)

Thank you for the feedback!

I will keep iterating until it feels right. It has been hard to replicate the cooperative part for a while. I was thinking about adding a combo system between the allies and the player that creates unique attacks with a special meter.

I am also looking to make the puppets more fun and look like real enemies.