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(+1)

The quality of this game is through the roof, especially considering it was made in only 15 days! The only complaints I have are all so minor they didn't really affect my experience that much:

  • There didn't seem to be any difference between the enemies. Not that it was a problem. The skill tree had all my attention absorbed, so I wasn't really thinking about it.
  • Perhaps a slightly faster way to collect coins in the larger combat rooms? Or maybe I'm just too trigger-happy.
  • In the larger combat rooms, occasionally enemy billboards would z-fight with each other.
  • Invincibility felt more like health. And while everything was polished and balanced to the T, none of the mechanics particularly stood out as revolutionary. At the same time, "Invincible" is a difficult theme to deal with.
  • While I could definitely see how some would enjoy searching for the corridor coins, it slowed down gameplay, which made it a bit fatiguing for me in particular. At first, I felt obliged to collect them all to optimize efficiency, but after a while, I ignored them so I could go through the runs faster. In contrast, I loved the weakness exploit ability. It added a thrill to combat.
  • Eventually I got to the point where I could one-shot most enemies, so I didn't feel any need to upgrade my sword, which led me to ignoring crystals all together. Instead, I would try to upgrade chain lightning so I could take out multiple enemies with one hit.

I'm only writing the negative things, because if I wrote down the positive things, this comment would be way too long.

Excellent game! (and I'm not just saying that :D)

(+1)

Thank you for the extensive feedback and for enjoying our game so much!

- Enemy variety is for sure something we want to work on in the future. Not just visual variety but room archetype variety: A room with lots of low health monsters,  a room with one really high health monster, etc...

- I think we will increase the collection radius of the mouse when collecting pickups in the future.

- Thanks for the z fighting report. Will have to reposition spawn points

- Definitely agree on the corridor coins. We have two changes planned to fix this: Allow free look still while the player is walking, and adding a magnet upgrade to pickup corridor pickups on hover instead of clicking

- Will also make sure to balance the game and upgrades in the future updates.

Again, thanks for taking the time to write the feedback. Its really appreciated. Truly helps up pinpoint what we need to change before taking this project further.