Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

Overall thoughts

I like a lot of this. Ambience/vibe is great. I dint encounter any bug, beside a problem in the catacombs that imo you can easely fix with a zoomout function.

I like the style with a few exceptions:

 - skl dosent seem to be cohesive enough stylewise with the rest of your art

 - also acolyte with robber mask and boots, and baseball bat

 -  also a suiper clean lamplight

 - also big trashbags like we are in a city for some reason

Imo the potential is there, if you can setup the mystery of this setting well enough you could get a lot of ppl speculating about your lore. 

Random notes

for first encounter i got very unlucky and got a mud spawner as an enemy, and only after e while i "got" that that was a spawner, and i was a noob. For actual feedback, maybe the first encounter of a run should be really piss easy to get things going faster and get some upgrades

on map screen there should be a note with what icons means, or at least let me hover with mouse even when i can't click it (it's more a tutorial thing)

it's very fun to use force push multiple enemies, break barrels and give status effects, etc

imo the overall combat is good, but everything is spongy. 6 dmg for force push, but every enemy has 30 hp. i'm of the philosopy for a slim and fast paced combat, doubly so when you are just starting and u could turn a player away.

in short, i can't accept to feel "boredom" after only three fights, because those encounters can last a lot (for a noob, this could be a very bad thing). I can totally agree on the "why" your basic atks are not super powerful: about strategic positioning, using spells to take multiple targets at once, and using barrels for extra dmg etc. But imo at least in the first 30min pacing is super important, noobs get bored very fast. I would suggest you to make the first few encounters with enemies at half life, and test to a new player too see how it feels.

in catacombs i have problems to "get downstairs" because cards are on the way of the node selection; same thing for attacking 

(+1)

Thank you for trying it out!

Great points, I will try to flatten out the learning curve!

The style is in the works too.