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(+2)

Thank you!

Yeah visual clarity is something I'm working on, by reworking the UI and making the background darker notably. I'll also introduce the mechanics over time in the actual game which should make things less confusing.

As for the swapping issue, it really depends. I would argue that selecting more than 2 pieces at once makes it easier to both clear more blocks at once and line up over 3 pieces. Lining up 4 and more pieces gives you energy, which allows you to use relics if you have any equipped. Once again this is something I need to explain more clearly. That being said it could be interesting to look into some incentive to clear multiple chains at once... I'll keep it in mind!

And finally about the discarding mechanic, to get items to appear in the overworld, I can't really think of a better way to do it... I recommend using the middle mouse button for quick discard over the drag & drop, but if you were already doing that I'm not too sure what to do to improve it. If you have any suggestion, I'll gladly take it ^^

For the items I was referring to the fact that item drops  take 5-15 seconds to appear when on certain screens. To me that just seems rude to make players wait around for an item that might not even show up. It kills the pacing and it is just boring to do. Also for the discard system since you mentioned it I do have an idea. Instead of dropping the item just do it like an adventure game. Go to your menu to click on the item you want to use . Then it takes you back to the game screen and you cursor changes to the item's appearance. After that you just click on what you want to use it on. If the item does not fit where you click just make a sound effect that indicates that and vice versa if it does.

For the part about matching I strongly disagree. Most players will be able to make many matches just by swapping as quickly as possible which in turns builds up combo very fast. In fact I would ask you to play your game when you get the chance and for one battle focus on speed matching while not using the multi swap mechanic. Then do another battle only making good multi swaps(almost every swap rewards mana) and I want to know what you feel is a better way to play. I would also ask that you tell how often you drop your combo when playing both ways. From my own play I was not able to get my combo high or keep it going reliably while trying swap multiple pieces at the same time. On the other hand I had no problem consistently reaching 100+ while just moving 2 pieces quickly.

I am not trying to offend you I just think it would be a good idea to settle on one way of play so you can build upon that preferred style. To me the ability to link multiple pieces together and swap them all at once is too slow a way to play while at the same time you are playing a shoot em up. Playing fast just makes more sense with how frantic this game can get.

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Aah that's what you meant, I'll need to check again how long it can take at most, but since the items you get that way are not used a whole lot, you should get most of what you need just by playing the game normally. But fair enough, I'll look into it!
I did consider doing it like an adventure game for the dropping mechanic, but I couldn't really see any advantage over what's already in place. But well, since that's not what you had a problem with it's all good I guess ^^

As for the matching, I'm not sure if what you mean is clicking randomly as fast as you can or only selecting 2 pieces at a time but still paying attention to what you're clicking on. In the first case this is something I don't want to encourage since I feel like it ruins the point of the puzzle part of the battles, so I've been working on ways to make it a bad strategy. Then again, this only viable in the demo because of the battles being in a starting area with only 4 colors and few special blocks. If you meant the latter then no, I disagree. Selecting only 2 blocks is certainly an option, and there's nothing wrong with that, but I think selecting as many pieces as you can is the better strategy. It's definitely harder to do, but it allows you to clear blocks and gather energy more effectively once you get the hang of it. Keeping a combo going for a whole battle that way is very doable too! What I want to encourage is the ability to keep cool and think despite the shapes' onslaughts.

So yeah no worries, I appreciate you taking the time to write all of this. You brought up some good points that I'll definitely keep in mind to improve the gameplay! Thank you ^^