I played for a bit over half an hour, until the first boss - skill issue, after I died twice schlepping back to the boss (the fire mage guy) room seemed like too much. I am not a big soulslike player, and I couldn't figure out what the solution to this guy is - his attacks that are chasing me seem to just keep on chasing, so there's more and more of them on the screen all the time.
Changing the resolution on Web version disappeared my character.
The movement of the main character is very slow. It was the only thing in the game that I found annoying. I was left feeling that there are secret rooms to reveal, but the movement of the MC is so slow I didn't really try looking for them.
Beyond that - I love the art, it works well. The game has a coherent world feel, very inviting to explore. Combat against mobs was fun and satisfying, with a lot of room to grow. I wish I could use the environmental hazards against the mobs. Also could use more indication of "cooldown finished" or "mana ready" for abilities.
Viewing post in Demo Playtest, Souls-like aRPG
Thank you for such thoughtful feedback! I'm so happy you enjoyed it enough to keep playing <3.
You are not the only one having issues with the boss, so I think it's time I reconsider some of his attacks and mechanics. The solution was either rolling through the attacks, using your invincible frames to clean the up, or using magic parry ability (Q) to deflect them back to him. I think I mistakenly tuned the fight with magic parry in mind, because if the user deflects those projectiles back, it does a ton of damage and makes the fight quite fast. But I can see that, if the player never purchases the magic parry upgrade (which is likely), and doesn't have much practice or experience with rolling to dodge yet, then that fight becomes too challenging and frustrating. Thank you for pointing this out, I will make some changes! One thing that immediately came to mind is giving those projectiles an expiration timer so they don't stay on the screen and keep chasing you -- they would move toward you for a bit and then expire. That might help a bit.
Thank you for heads up on the resolution -- if you don't mind me clarifying, was it any resolution option, or one in particular? I think I will have to just have it be the base resolution or full-screen options in the web version.
Ah the movement -- yes a few people have pointed this out, as well. It feels slow, and the roll (and double roll mechanic) also feel a bit repetitive and annoying to press over and over just to get around more quickly. I've increase the base movement speed just now and it actually feels a lot better, thank you for the tip!
I'm glad the combat felt fun! This has been my main area of focus, I really want it to feel satisfying, especially the combos and synergies between abilities. I will definitely let the hazards hit mobs! That's a great idea, I will put it on my list. I can also give more of a visual indicator when cooldowns finish.
Thank you again for all this insightful feedback, I really appreciate it! I think posts like yours and the above have really improved the game in ways I couldn't have done alone.