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(1 edit)

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I like the node concept. I'm having a little trouble understanding why some attack chains aren't working. I'm checking the attack delay in milliseconds, but it seems like sometimes it takes 3 seconds for a chain to activate. It's a bit random.

It's not addictive enough to start the "Beginner Lower" difficulty and other levels. I don't receive any power-ups from my characters, regardless of my actions. I didn't understand the use of Q Spread. I don't feel like it helps. The gold penalty is very frustrating, and the upgrade costs become too high very quickly. This makes it impossible to feel the power increase and reduces the addictive effect.

I didn't realize I could have 4 characters at the same time the first time I played. I thought they were separate save files where you could replay a run with different characters. I had to read the manual to learn it.

Minor bug: every time the "Nova" node is used, there's a 0.25-second freeze. If you only have one Nova, it's an acceptable, if annoying, inconvenience. But if you build several Novas in a chain, it's simply unplayable.

Very good foundation, keep it up!

Thank you for playing and for the detailed feedback!

I've pushed a patch addressing some of the issues you mentioned:

Skill chain not firing: The attack cycle timer was ticking even when no enemies were in range, causing chains to "waste" their cooldown on empty shots. Now the timer holds until enemies are within range and fires immediately — this should fix the inconsistent 3-second delays you noticed.

Nova freeze: The stutter was caused by a light texture being regenerated from scratch on every Nova activation. It's now cached, so multiple Novas should run smoothly.

As for the early-game difficulty curve and the gold penalty feeling too harsh to get meaningful upgrades — that's valid feedback and something I'll be working on in future updates.

Thanks again for trying it out and for the encouragement!

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Now that the attack chains are well executed, the game has become more satisfying.

Since it only activates if the monsters are in a group (a lone monster won't trigger subsequent nodes), it makes you want to be constantly overwhelmed by a horde xD

So you want to stay as long as possible after the time runs out to kill the endless hordes. Collecting gold (from chests) becomes almost a waste of time. You impatiently wait for the time to run out to destroy everything.

Thus, there are two phases of the game:

- First: few monsters, you run around the map to grab chests and fountains. Not a very appealing phase for me (every player is different, I'm just talking about my personality, not a flaw in the game).

- Second: time runs out, hordes of monsters appear, you want to kill everything for the experience gained, but this experience is temporary, and the red zone prevents you from staying too long.

As a result, I'm a little perplexed. In any case, this game prototype deserves more exposure.

Minor bug: A horde appears in a circle from time to time. If I'm near a wall (the edge of the map), some monsters appear behind the wall and get stuck.


EDIT 2026-03-30 : Intermediate are fun with Boss !