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Having played some more, here's my thoughts:
A lot more fun with the new changes. Having a few more coins under the belt made other tactics more viable, though a lot of them still end up dying to being too slow near level 30. It doesn't feel like I need to use skill to dodge the enemies other than slightly dodging their bullets, since they will home at me at increasing speed, with either me outspeeding them, or them being faster than me with no way to dodge. 

There might be use for a "slow down" button against the ox boss, some of its patterns are plain impossible when you have a high move-speed.

The game is missing some basic features like progress being saved, and no volume sliders. Saving in particular is very annoying to not have.

It was a lot of fun finding all the different hidden abilities, though I wish it was possible to see which ones I've managed to find (and possibly what I did to unlock them). Specifically in-between runs, being able to see all I've unlocked ever

Some of the stat boosts don't match up with what they do, all attack speed boosts for example only give 0.1a/s each. Piercing swords also doesn't seem to work, or doesn't scale with projectile damage. Permanent bleed doesn't stack with upgrade bleed.

Lucky requirements are a bit unclear to me, it feels like I sometimes get it with less stat up upgrades than other times, but might just be me remembering wrong. Anti-projectile *can* work, but only if you have the speed to back it up. Oxe boss projectiles seemed to require a much much higher amount than the rest?

Glad you enjoyed it and took the time to try out new builds :)

Yes, the game is not entirely skill-based, it's partly a stat check with some runs being more lucky than others, and that is by design, I'll keep it this way for now (I plan to have 4 difficulties + endless mode tho).

Actually there is saving (settings, coins, shop upgrades), unfortunately it is tricky on itch io to keep saves between different web builds. The desktop version doesn't have this issue. So whenever I upload a new web build, all saved parameters go back to default. I actually made some modifications on the ox boss and piercing sword behavior before your comment but I'm not updating too often to not reset the save states haha.

Attack speed is rounded on the stat sheet, and makes less of a difference the more you take it, so that's why you might have felt that, but I'll check it out. Bleed and lucky should work fine but I'll take a look at it.

I will definitely add a bestiary + found upgrades collection at some point. And yes, the bosses require a lot damage to projectiles, so that it requires a lot of investment/compromises to trivialize them.

Thank you for your feedback :)

What's the AS calculation? I checked both in the 1s and 2s and had it specifically go up 0.1 points each time I took it. It'd be nice if it was displayed in a way where you can see exactly how much you're getting.

Bleed I checked by hitting an enemy once or twice to check how much damage it ticked, upgrading, then doing the same. Both dealt 1 damage per tick per attack if I got the first through permanent upgrade.

I thought it might be per upload, but jd to refresh at one point and lost my data again. I think it happened after I clicked too fast after exiting the shop and got stuck, so it's possible that bugged it on my end



Both issues where due to rounding in the texts. dmg txt was rounded down for some reason, so if you dealt 1.9 bleed dmg it would show 1. 

AS calculation is that it gets closer and closer to the cap, that is basically the animation speed of an attack (around 0.2s). So you can't go over 5 APS, and the closer you get the less the stat is impactful. I rounded the number in the stat sheet a little more so that it's less confusing.