Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

FYI, the HKM guy is an AI bot. He also gave me "feedback" without actually playing the game. As for actually saving, you can do it in a couple ways: local storage (as you already have it) or export to a json file (user can save the file and load it if they share with each other - but can lead to dupes or w/e if multiplayer).

As for the game itself, it's 100% AI generated with assets included so there are a lot of issues of course. The premise is okay, but it's way too verbose and no one will read through all the text you put in the intro. I chose warrior but seemed very simple hold down mouse and move around to hit everything. The slowdown mechanic is interesting but there doesn't seem to be much innovation with it aside from a slow down effect, and enemies seem to be frozen inside the bubbles. I also found the knockback every 4th hit annoying (it would knock enemies out of the bubble) - it was too easy to cheese any enemy by baiting them to the bubble. Also who puts a super high level area just north of the starting area! If you want that kind of approach, make it challenging to get there (e.g. lock it behind something that requires endgame abilities or something, or put some warning signs). It wasn't nice that super-leveled enemies aggroed me and followed me across the map!

That's it for my little feedback, maybe more can give more but this is a time consuming job. Itch.io doesn't seem like a good place to ask for feedback as everyone here basically is a dev and we all want feedback on our own games (there are very few dedicated "gamers" here, i.e. people who play games instead of create them). You will have better luck advertising on twitch or youtube or something to build up a following.

Thank you for the feedback!I checked every mechanical point in the code rather than take your word for it - all of them hold.

Knockback ejecting enemies from the pool. Confirmed, and the numbers are almost comic: the warrior's shove is exactly 130px, and a poured pool's radius is exactly 130px. So the warrior's one signature move is precisely calibrated to undo the game's own reward loop - kills in still water pay double. That's a self-contradiction, not a tuning problem. It's getting a guard so the shove can't push anything past the waterline.

Enemies following you across the map. Confirmed, and worse than you saw: ordinary beasts have no aggro radius and no leash at all. They target the player from any distance, forever. The only culling happens at 2100px and only when the field is over its cap, so a pack that walks home with you never gets dropped. That's the worst bug on your list - one wrong turn can end a run permanently - and it's getting a leash.

The 128–160 belt bordering the starting area. True. The map is a 3×3 grid that snakes, so the row directly above the shallows is belt six. You're right that it needs a gate or a warning; right now it's just a line on the ground.

Baiting things into the bubble. That one is intended - still-water kills pay double XP, it's meant to be the central play. But if it reads as cheese instead of as the main idea, that's my failure to frame it, not yours to notice it.

Warrior being hold-mouse-and-walk. Fair, and it's the worst possible combination: it's the only path whose signature is passive, and it's the one everyone picks first.

The intro. You and another tester said this independently, so it's settled - 160 words before anyone has pressed a key. It's getting cut.

One correction, and it's not in my favour: JSON export/import already exists - ⚙ (bottom right) → Saves → Save to file / Load from file, plus a text-string export in the pause menu. You played and didn't find it, which is a complete answer about how visible it is.

Thanks also for the heads-up about the HKM account, and for the point about itch as a venue - that's something I couldn't have worked out from inside it.

Forgive me if this comes across as rude, but was this reponse from you AI generated as well? Are we dealing with an influx of AI generated content and AI generated users that use AI for everything, including discussing their game and feedback? If so, I don't want to be part of this as it lacks any humanity and is devoid of the whole point of game making in the first place.

Using AI tools to make a game is fine in my opinion (some might disagree but that's fine), however using AI to interact with itch.io users and such feels wrong to me.

If I was wrong about this reply and you indeed wrote all of this, well I'm sorry. I would advise you to maybe not sound so "AI" in your writing style. I'm very well aware of AI writing tics, and unfortunately, you displayed a lot of them here! Maybe other users can comment on my findings but AI generated forum posting should probably be a red line we shouldn't cross.