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I've played this game for over 10 hours and I've watched 3 of my best friends play it for at least 4 hours each. I want to mention 3 things:

1. The un-upgraded dodge roll is a terrible move and deserves a rework. The move has effectively no use, it doesn't increase damage output, it only decreases it by occupying space. It's upgrades are useful, sure, but it's base form it's just completely terrible, I don't know if you are faster at all when using it. My suggestion is to replace it with either a backwards dash OR a dive roll. If the purpose of the move is to provide more mobility, then that's what it should do. In it's current from it's a complete avoid, unless you upgrade it immediately over anything else


2. When you pick-up an upgrade, the time should stop, not slow down. Countless times there was an enemy with a gun in front of me while taking an upgrade which ended up in me getting shot because of the slowdown. If there'd be a pause, I'd definitely have enough time to take the enemy out. This applies to all kinds of enemies. Also I hope the soft-lock that happens when you alt-tab during picking an upgrade gets fixed, I had to give up on good runs just because the bug happened when I was taking a break.


3. The upgrades from Dropkick and Axe feel terrible. Axe which is, for me, the most reliable move in the game, becomes completely useless when turns into chainsaw. It's damaged is reduced, it depositions you and it has a wacky hitbox. It's also way slower to use, overall just decreasing your damage. The upgrade from dropkick which I forgot it's name, has precisely the same problem: slower, less damage, although no wacky hitbox. The upgrades of these 2 moves doesn't improve them at all, they already have plenty of AoE potential, at least the Axe


The balancing is a little off with some moves:
- all the punch moves when un-upgraded are just way weaker than most of the kick moves. 

- any ranged weapon build paired with ammo moves or perks can just win you the game without much hassle. When I was playing and used such build, I've barely lost, but when my friends played with it, they kept messing it up

- the early enemies that can bore you on hard-more and effectively stun-lock have barely any counter-play if you miss your first attack and/or if you don't have any ammo on your ranged moves. These stun-locking enemies feel like the boss with the ranged choke, frustrating because you can't interact with them at all sometimes... except that these guys are way more dangerous than that boss, because they pull out a fucking gun after a while, ending your run right away if you've been unlucky.

Overall I think the game is in a great state now, looking forward for any updates that may come

Thanks for playing and putting the time into your suggestions :)