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Short wall today. First things first, I like the new visual style! It's easier to tell the action apart from background now, and overall I just think it looks a bit nicer. The spotlight is a bit odd, having just a circle around is more what I had expected, but I wouldn't say it's bad. It's just unexpected. I only had time for a quick run, but the axe is cool, and being able to upgrade based on damage type is interesting as well. I noticed that some upgrades are kind of garbage now though, like make all ice do 1 more damage. It's only usecase would be if you have a massive (and then i mean massive) amount of low damage dealing ice spells, because then the stacking would be worth it. Might work in full game, idk.  

An idea for the idea pile: having areal spells change the shots that pass through them.

Really looking forward to the full release!

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Hey! Thanks for stopping by! Glad you like the new visual style. I toyed around with a circle around the player VS a spotlight, and I ended up going with the spotlight because it gives you minor-movement change information a bit more clearly than a circle does. For example, a lot of players don't realize that when you shoot you 'kick back'. However with the spotlight, when you shoot you can see the spotlight move pretty clearly in the direction you're kicking back. It's a minor thing that's configurable in the options (you can disable/change the visibility of the spotlight), but that's the rationale behind it.

I definitely need to invest some time in balancing this game. I think there was a time in early prototyping when +1 or +2 ice damage was good, but I've slowly power creeped other spells and increased enemy health to compensate, so +1 ice damage might be nothing now. Once I finish the main content I'm planning on entering a grind mode where I just clock tons of runs on this game and record data on DPS and different build viability.

Also I had a super similar idea to your areal idea for some spells: I had a spell idea that spawns a 'power line' that empowers any spell or bullet that passes through it. I like your idea of a spell that changes shots that pass through it too, it might make sense as an active spell as well. Woof I need to control the feature creep on this game a little though, I have a 'master list' of tasks that are the minimum for shipping this game, I'm gonna tackle those first and probably handle all the cool extra ideas as post-launch updates.

Thanks for dropping in now and then, I always enjoy hearing from you!