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Demo with lots of replayability. Finished my first run in 1 hour and 20 minutes (Could've finished much sooner however, an average run would probably take about 40 minutes or so), instantly started a new run to test out more things. Definitely has potential, especially since this is just a demo. Right now it has no sound, and all art seems to be placeholders right now, but that's half-expected out of a demo meant for feedback.

Looking forward to the updates.

A few things I'd like to mention however:
-The strength mechanic overwhelms the actual attacks, making their actual damage values quite obsolete. What use is a late game 10 damage big boi attack that can be used only once per battle, if you can get 60 strength late game.

-Too much power-creep right now. There's so many things that are there simply for the sake of being a stepping stone for a move/piece of gear that's simply a power-up from a previous one. Toxic touch (I think that's the name?) is a 2 stamina apply 1 poison move. Poison punch is a 1 stamina deal 1 atk and apply 2 poison move. You can get both of these at about the same timeframe in the game. I think you can see the problem here. 

-Found a bug where I'd somehow get a bunch of stamina every turn for no reason. Might be from enemy casting vigor, which should give them the stamina, not me. 

-Had a bug where after every battle it would send me back to the race and class choosing screen, setting my gold back to 35, giving me the starting shop, but then bringing me back to where I left off. 

-Buying items was a bit confusing at first.

-Some Gear and some ability synergies are absolutely bonkers. Poison + sleep for example, my first build, straight up decimates any enemy before they can wake up. I was up to 200 poison stacks and I still had 2 sleep stacks ready. And guess what, the next run I found out there's a charm that DOUBLES all my poison abilities, on top of my "poison x2" ability that I had in my first run. Don't get me wrong, it was funny to see, especially imagining how much poison I could've had with the charm, but most definitely broken at the same time.

Anyways, the game is fun, there's many builds to try out, and with more content and a LOT of polishing, this can be a great game. 

(1 edit)

https://cdn.discordapp.com/attachments/826422969362284574/829761763565109309/unk...

This is my second run. I had Light Strike, but honestly it wasn't even worth it. You see Quick attack? It's 0 stamina and it deals 1 atk. Light strike is only 1 stamina but deals FIFTEEN atk. By all means, Light strike should be 10 times better. But here's the thing. It isn't. I had 4 stamina this run (Because I was Giant Knight so even with all my stamina gear, I still only had 4). I would start every battle with Aggro + Minimalism + Quick attack. All stamina spent, good start. Second turn, I go Minimalism - Rage - Quick attack if it's a normal enemy, instantly killing them with my crazy amounts of strength (70+). If it's a boss, I'd go Double Down - Rage - Quick Attack. They'd 100% die next turn from Minimalism - Double down - Quick attack. As you can see, I never needed Light Strike, a move that by all means should be 10x better than Quick Strike. But because of Strength, most ability damage is obsolete, thus my 0 mana 1 atk quick strike is the most efficient attack move for me. Ofc, if I had 5 Stamina, Light Strike would've been great. But the effect would barely be noticeable. I would just be like "Oh that's nice". It wouldn't excite me to be able to use light strike as well. I'd rather have taken one more quick attack with my 4 stamina, and even if I had 5 stamina, I'd still be fine with an additional Quick Attack.

Hey thanks so much for such in depth feedback!! I'm one of the other devs working on the game. Your feedback has given us a ton to think about! I've especially been thinking about the role of Strength in the game and how to create moves that work with the mechanic of slowly building up strength over time, it's hard to know exactly how to make it work but your analysis of light strike and quick attack has given me some stuff to think about. There's definitely an issue with becoming overpowered, especially because the game is a little short right now. Enemies are planned to have resistances and weaknesses to effects like poison so hopefully that will alleviate some of that issue, but I agree, there are plenty of builds that are just straight up broken and over powered right now. (Minimalism should definitely be nerfed too, and the poison doubling charms should probably cost way more gear points or something) Thanks for the feedback again! Working on fixing the warping back to race and class screens glitch now, a new build should be up tonight or tomorrow!

:thumbsup: