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(-1)

I'd say that the way the game describes how the glyphs' stats scale depending on the character stats in the tooltips is nigh unreadable, and could definitely use an overhaul (maybe just adding the stat icons in the tooltips could be enough? idk). 

Speaking of glyphs themselves, the damage number text on the icons ought to be more readable, maybe put it on the bottom of the icon and not in the center of it. Also, I'd say that all attack glyphs should have a minimum damage value of 1 not 0, so that even a badly rolled attack glyph has some usage, instead of being worthless.

Honestly when I think about it more, the whole glyph crafting system also could use an overhaul, because the current system isn't too intuitive, and would pose a problem further down the line.

Also Cait doesn't change stages when you choose muscle for her (does for when you choose ass, haven't checked breasts or fat), and so does Prinhxa (I think that's how her name spelled).

And also the fact that the only way to reset Amiya's shop inventory is to reset the world at the hall is kind of annoying, since if you keep selling things to her, her inventory will fill rather quickly.

Speaking of the world, I'd say that adding an option to move the fullscreen map via mouse dragging instead of just using the movement keys would be nice. And while we're talking about movement - adding diagonal movement is something I'd consider worthwhile.

One more thing, I think that the way dungeons are generated, while fundamentally fine (nothing wrong with a Slay the Spire-esque path system), should definitely generate less paths. Not only you're not going to visit most of these nodes anyway, in the end, the map ends up being way too busy.

I think that's all that I can say, that isn't just repeating other's comments. Overall, as has been said, this is a very rough draft, but what's there got potential and I'm looking forward to where this game might go.