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(1 edit) (+1)

Interesting design decision to automate the targeting - thus focusing the player on positioning and movement. 

It would be nice to include some description of the enemies - trial and error can be fun but losing progress because of an unknown enemy can be frustrating. At first I didn't see that the dogs/hounds are different from the normal enemies - maybe there's a way to make it more clear? Not sure how to block their attack - is there defense or only auto attack? UPDATE Oh, yes - I see in one of the images that shields are items which if equipped can be used with "Space".

The cultivation fantasy is fascinating! There was a jam where the theme was "harvest" so I had done some research - it is only in modern times that the word acquired the meaning of harvesting souls as resource. Previously it meant saving souls. Well, that's for the Christian religion at least - I'm not aware how long ago this has been a legend in Asia. I'm assuming - earlier...

Thank you for this entry.

(+1)

Yes the attack automation is indeed intentional so that more focus will be tactical choices like weapon swapping, upgrade selection and movement positioning like you mentioned. 

I agree due to our ambition to design the behavior of those lengdary weapons we didn't have enough time to rethink some of the readability and clarity concerns. Indeed we could add an enemy section in the current Gallery. To dodge them, yeah, there is actually one and only one active skill by tapping space bar. In first realm it performs a roll dodge; later realms upgrade to fly with other power up buffs. 

In Oriental mythological tales both modern and classical, "harvesting soul" is normally what villains or evils use lol, at least that's how people tell right or wrong. Our game actually had a plot setup which was untold - the main character is cursed by the nine "God" and that is why he starts losing life form, the HP in game, he is trying to defeat the monsters along the path to pursue the eternity and fight against the destiny. And that story is to be continued! :)

Thank you again for playing and the feedback!