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Alright, I have a lot of things to note here. Most of them you will have heard already but since you asked for feedback I'll be brutally honest and list them  here:

Bugs:

worst bug in this version? The game freezes when you either select some bossfights (for me it was the one in the big goblin dungeons) or when you select the "?" option when you already have the recruitable character, which still doesn't scale for me btw. In dungeons, your stats (or at least your HP) only seem to increase when you open your stats screen after a battle. This is annoying because it means you have to open it quite a lot if you want to have the stat upgrades after each fight. Staying on the topic of dungeons, after a fight your cursor gets "sticky", meaning you move the dungeon map around without click-dragging and you have to manually un-click it first. Also, every loot chest in the dungeons was always empty for me, don't know why. The last major bug I found was that even when the 3rd character slot in the party was empty, it was still generating attacks/defends from glyphs that were placed there. 

Gameplay:

As it is, I don't think the combat is very fun. I like the design of the combat UI with the size difference of the characters above and the stats on the sides, it's not too crowded. But clicking and dragging attacks into small windows on the same spot is not fun and honestly quite tedious. I recommend overhauling the system completely but if you insist on keeping it, maybe it's possible to program hotkeys? What I mean is hovering over a glyph and pressing a button 1-6 to place it on the according line of attack. Otherwise I cannot place them fast enough before my inventory fills up with "low-quality attacks". That brings me to the next point: The glyph-crafting is quite unintuitive. I sort of understand how the components of crafting work, but you really need to know where to get the good ingredients to make glyphs that are even worth using. Otherwise I end up making low-quality glyphs that just spam my inventory with weak attacks that I can't use. Maybe there could be a system in combat where low-power attacks could combine instead of taking up two slots? 

Right now, the combat seems sort of too simple but also too complex? The strategy that worked for me was to farm a bunch of low-level slimes first to get my scaling on my starter attack up (which is still the best attack glyph I had for the whole game) and to then spam the first two combat rows with high-damage attacks and overpower the enemy before they could even break my shield. I like that there are different spells for attacking, but I simply can't react in time and drag my defense/counterattack into the small windows fast enough to keep up sometimes, so I honestly don't bother usually.

What I liked:

The artwork looks pretty good. I know it's made with AI but I like the style that you used. I also noticed that every type of enemy (slimes, goblins, bears etc.) have their own Fat/BE/AE/Muscle variants. Very cool. I like the variety of the different dungeon themes, although most of them seem to have a lot of goblins in them anyway. I don't know how to find the highest stages of all the enemies. Are they tied to my own level or do I have to regenerate the world a couple times, how do they work? Anyway, in the future I'm looking forward to more stages for the characters, maybe NPC growth quests as well and a more comprehensive stats/combat system.

I wish you all the best in your future development of this game and good luck :)

I actually enjoy the combat :/

Dragging can get tedious (especially against enemies with high health pools), but I enjoy the mild puzzle/strategy aspects.