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(2 edits)

Pretty good. Attaching gameplay recording at the bottom.

Supposedly there are elemental combinations, but I know this only because I read your Steam page. Of course I noticed element icons on enemies and I assumed, each element has some special effect, but nothing I saw during gameplay looked like elements interacting with each other.
To clarify, element interactions were not self-evident to me. In fact I thought the opposite, I only ever saw 1 element icon at a time on enemies and I though elemental effects override each other. Due to this on my 2nd playthrough initially I tried to have fire only spells, because I thought it's better to have 1 element instead of flipping between many with each skill.

I saw there is guide, but because game seemed simple enough I decided not to read it thinking stuff would come up on it's own. Now after playing I read it and I see there tons of stuff I'd never stumble upon on accident like parrying, melee stance or mana. I quickly checked them out and they make huge difference to gameplay. There will probably be tutorial for this in later versions, but I think there should be some in your face indicator for these things, even if it's temporary for the sake of testing.

04:41 Bottom walls are hard to distinguish from the floor on this level.

The wind attack at mouse spell effect looks very weak. I know it deals damage, but it doesn't feel like it.

Cooldown indicator is sometimes hard to read on some maps with many enemies. Also cooldown displayed as a disappearing icon feels counter intuitive.

5:50 enemy stuck in the wall

When moving with keyboard I think dodging should go in the direction of mouse or last movement direction, when not currently walking.

Font is sometimes hard to read, especially when I got ultimate ability, barely understood that it's used with Y key.

Fighting requires you to constantly spam basic attack, so having to click it feels kinda pointless. Basically is there any reason to not shoot?

Control rebind applies only after going to another level.

Having 4 skills can be pretty overwhelming. I guess long cooldowns are annoying, but too short cooldowns mean you have to constantly press something. Maybe it's a build issue, and I should just pick more skills with longer cooldowns

Basic distance attack animation could be sharper. Current one's looks like the guy is reaching for salt at the dinner table. On the other hand melee attack animations look very cool.

The music overpowers all other sounds, but I like that. Though it feels like monster don't make any sound sometimes.

Very solid art style for levels, characters and effects. Feels like pre-rendered environments in Infinity Engine games. Particle effects at starting map look really nice. Really enjoyed how this game looks and sounds.


Thanks for the great feedback and for posting a video

Elemental reactions trigger when you use 2 different element attacks. So for example if you hit an enemy with water which has electric applied, you would do a shock reaction. The element icon you see is the element currently applied and from that you can trigger it with whichever other ability. If you see some additional vfx happen after your attack, it was probably a reaction.

I will make it so you can hold LMB to shoot and see how that feels but I'm not sure about forcing them to auto fire all the time just because sometimes I don't want to apply wind from the ranged basics. Idk will try stuff out.

Generally spells have short cooldowns, because I think it can be quite fun when you chain them together with the empowered versions by using mana while you also have reactions triggering and the autos are more just there for when everything is on cooldown. The game is most fun when you're parrying all the time (and the timing is pretty generous i would say) and you use all those mechanics which are not explained at all :D.
More than anything it seems I need a tutorial, to nudge the player to play in the most fun way and just have it overall not be confusing.

(3 edits)

I played again today and I retract what I said about auto-attacking and cooldowns. With melee and parry combat was much better.

What hit me at 32:20 after boss is already dead? Is there some poison effect or something?

Yeah, the projectiles from that boss linger for a bit. I know it's a bit jank. Just haven't bothered to work on it

Also, just saying, those jumping attacks in layer 2 with the circle indicator are an ez parry. You can assume everything is parriable

(1 edit)

I see. AOE warning made me assume you can't parry that.