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i saw you posted in the godot channel in the gamedev discord, so i figured id give it a try.

sick vibes, an interesting spin on the pacman genre. the art direction, despite being relatively simple, is amazing. i enjoy the roguelike aspect and the clear differentiation between the enemies.

i played 8 runs and made it to floor 4. i really enjoyed playing, but im going to list as many criticisms as i can with the hopes of seeing this game improved, as id like to play more.

- the coin hitboxes feel a little small. there were times when i go down a tunnel and find myself turning back before actually getting the last coin.
- the skeletons were somewhat irritating, sometimes i wouldnt realize where they were before they were awoken.
- similarly, id prefer there to be a line-of-sight feature with the skeletons instead of just a radius.
- the spell durations are a bit hard to track, as i cant really look at the bar while playing, some audio cue would be nice.
- a change in the map generation to prevent long hallways from spawning would be nice (sometimes i had to walk 8 blocks into a hole to get all of the coins).
- some blessings should only appear later in the game, like the basilisk one (maybe this spell can be unlocked once i discover the basilisk? but it felt like it wasted one of my blessing slots)
- sometimes the slime and mindflayer AI felt very similar, but perhaps its just a consequence of my movement patterns?
- being forced to take a curse feels not great. it would be interesting to see some balance related to collecting all coins and bypassing the curse or something. it would be nice to reward players for playing well (despite just money)

again, great job!

(3 edits)

These are incredibly helpful and clear, I can just see about all of these being implemented. 

  • Not the first person that has complained about the coin hit box so that’s a definite change in the next update
  • I personally like how the sleeping skeletons get lost in the noise, but it probably does feel way too unfair where it’s at right now, so at the very least I could make it a tiny bit more obvious, it should be learnable through recognition and not a surprise the player, you are right.
  • Sound queue is a must have for orbs, the song changes tune and the grout lines do show when active, but maybe should clearly indicate when it will end soon.
  • I do like the curse hallways and caves from time to time but if it feels too unfair for you, then likely it does for most players, I’ll tweak it for sure.
  • I agree with the amazing blessings should appear later. Great note with the basilisk crown, that’s a must. I’ll rework them!
  • The slime and mind flayer patterns are pretty similar because they both track you, but one tracks slowly and the other tries to track your next move, but can leave it looking similar. I might change up the mind flayer AI to be more distinct.
  • Actually that’s a great idea, if you collect all coins, you don’t have to collect a curse. If I do that, I’ll have to rebalance a lot of things, and ultimately add a lot more curses and blessings (which I already plan on doing) so expect this type of thing father down the line, but I’d like to see it come to fruition in some form.


Again thanks for your thoughts, best insights so far!
(0.2.5)