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Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

More survivor action! Huzzah! So for the most part, I was enjoying what was here. I did a run with each class to get a feel for how they played and see which ones worked and which had problems.

First in my feedback, I'd recommend naming them by classes rather than by colour. People won't necessarily know what Blue, Red and White mean but they WILL know what Knight, Warrior and Mage are. This would help players identify what the gameplay for each could be like. That said, let's talk more about the classes, starting with the job I felt the easiest to play: Red/Warrior.

Red has a short range AOE attack and its additional skill, the Chain Ball, is a rather large attack they can throw out that moves very fast and even bounces off the wall. It was very easy for me to kill enemies because I just needed to outpace them and keep within a certain range to ensure my attacks hit. As such, this was the only class where I got all the way to the boss before I died. If anything, I think this job might be too powerful and may need to be nerfed. I would say the Chain Ball should be made smaller, more to the size of what White's Comet is, to help balance it.

Next is White. With a long range high damage attack, White is able to continually pick targets off. Its additional skill to drop a Comet is nice, but I found it was far weaker than the Chain Ball because it both has a smaller radius and often seems to target on enemies that are in the back of a pack instead of on the front. If it went for the closest enemy like the basic attack did, it would be more effective because it'd be dropping on the majority of enemies and result in a quick clear of a swarm. I would also argue that Comet should be much larger given how once it strikes it's gone from the field. Comet should be about the size of what Chain Ball is now. I would also say that the standard attack should be faster.

Last is Blue, and this was by far the worst to play. I couldn't even get through the first level. The nature of its directional swing makes it very hard to play. I often found I had to get close to enemies and stand still in order to ensure they even got hit. I even had a lot of times where I felt like I was close enough to hit an enemy over for my attack to do nothing. Enemies build up way too fast with this class. To make matters worse, when I got the Katana I found that it too was very weak. While it's fast and has great range, its not wide enough to really be effective. To make this effective, a lot would need to change. First, the range for the slash attack needs to be longer. Second, everything about the slash attack needs to be faster: faster cooldown, faster swing speed, etc. Third, it needs a little something else to give it more power. My suggestion would be that when it swings, it also produces a short range wave like what the Katana does. However, it doesn't even need to fire out. It can just be a thing where being hit with the short range wave does less damage than the normal sword. Finally, the Katana needs a huge buff. Either it needs a wider area of effect or it needs to fire more often.

It's otherwise a good start for a prototype. I hope we'll see it some more in future FBQ events!

Thank you so much for your feedback! I’m glad you enjoyed it :D

Your feedback basically confirms most of my concerns with each character. When I test the game, as the only dev, it’s hard to say if it’s my thing or it’s real lol. I totally missed the naming of characters, I should probably add more info about them.

Once the VOD is uploaded please send me the link.

Thanks again!