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(1 edit)

Hello, I had the chance to try your game. First of all, I have played a lot of games similar to Vampire Survivors, and I am a big fan of this genre. However, this genre has started to lose some of its impact in the market when it is not combined with new mechanics or something different. There is still a strong audience for these games, of course, but since players have experienced many similar games, a new title needs to offer something fresh to stand out.

If you are aiming for a specific market, I think this is something you should carefully consider: "What new thing can I bring to this genre?" Because while the game is enjoyable and well-made, in its current state I think it may be difficult to achieve strong market success without a unique hook or mechanic.

Regarding the game itself, I really liked the hit feedback and overall combat feel. The atmosphere and music are also very enjoyable. However, not being able to adjust the SFX and music levels separately was a negative experience for me. When I lowered the main music volume, the SFX became much louder in comparison, which created some audio confusion.

For the gameplay side, I think the UI could use some improvements. Even though the design is simple, the current layout does not feel very user-friendly.

Another issue is the lack of feedback when taking damage. Most of the time, I continued playing while assuming my health was still full, and then suddenly died. Later I realized that I had actually been taking damage for a while but had no clear indication of it.

The upgrade selection screen also contains too many effects, which makes it harder to read and understand the choices. In games like this, I usually make quick decisions based on the images and short descriptions. However, here the animations on the cards sometimes created expectations that did not match the actual skill.

For example, in one animation there was an X symbol, so I expected something that would attack diagonally from the character. Instead, it turned out to be a sword effect that attacks around the player. In another case, an effect looked like something that would fall from the sky and stay on the ground for a while, but it was actually a beam coming from the character toward the nearest enemy.

These visuals and animations could be reduced a bit to improve readability, and the visual language could be made clearer so players can immediately understand what each skill does.

Overall, I think it is a very good start. The core feel is enjoyable, and I wish you the best of luck with the development!


* One additional point regarding UI clarity: I also had some difficulty understanding certain systems, especially the shop system. I noticed the button in the bottom right corner during the run, but I was not sure how the system worked. When I tried to buy something, I could not clearly understand where my money was displayed, whether I was supposed to do it at that moment, or if I was actually able to purchase anything.

I think some additional visual feedback, clearer indicators, or a short explanation/tutorial could help players understand these systems more easily.

Thank you very much for taking the time to play the game; I will make the necessary improvements.