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(2 edits) (+1)

cute idea, good execution.

feels a bit too zoomed for how fast jellies come, one bounced me into the chasing pack and it was over instantly from full hp.  Could also do offscreen indicators for freshly spawned enemies until they enter the screen.

 spells have a wide power disparity. winter felt rather useless. light arrows were cool. bubbles felt worthless, mana waste.  fire+light hovering ball was insane. 

I think there's too little mana recovery from kills, the game was a lot of dodging for a bit, waiting for mana. 

The game progression doesn't feel right, just being in an arena surviving. What changes between plays? adding unlocks when you reach "the boss" and the run ends and not having all elements available so you have to focus on getting a build could be an idea. 

I could be missing some stuff, my death bummed me, it's a slow start with the rate of element unlocks and I didn't try tri-element spells or tree/earth element.

(+1)

Thanks for this feedback. 

Mana recovery from channeling elements is not obvious enough, everyone so far has missed it. I'm definitely going to make a better visual.

The demo's progression is just gradually scaling parameters over time right now. It's a testing environment for the real game mode (longer campaign of level-choosing on a map etc), so I appreciate the balance feedback + progression suggestions to specifically improve it.

Also, there is no 3-element combination. It seems to be heavily implied by the visuals but I don't intend for that, I have to work on it. The player is meant to have two unique spells equipped always, but incentivized to flip between elements for other spells or just mana.