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(+1)

Need more feedback on hits and misses

I would love to destroy every piece of clutter and furniture, the fact I can only break a few barrels makes me really sad.

I would also like to see some interactable objects like shrines, levers, breakable walls and teleporters For the teleporters you can make several types: 2-way teleporter that is reliable, 1-way teleporter that is still reliable but offers no way back and a random teleporter that tends to put you in the same room as monsters and has no return glyph, make it so each teleporter glyph is slightly different, so the player can learn which does what.

And one more thing, maybe the two-hander I found was just shitty (even though was rare), but I feel like the starter sword was a lot better DPS wise and still let me use a shield, maybe buff Twohanders?

(+1)

Thanks for the feedback! Teleporters are a very good idea that I'll look into. Destroyable furniture was mentioned, I'll see if I can make the boxes and tables destroyable, that'd be pretty swell. Things like levers and shrines exist right now, but are quite rare.

Two handers are a bit weaker, but they also have a much bigger quality range and you can easily get either a really shitty 2H or a beast. It's something I need to tone down.

Thanks again for the playthrough and detailed feedback!

(+1)

Just had a devious idea for a fourth type of teleporter: Trap Teleporter -> has the same glyph of the 2-way teleporter, but it is actually a 1-way teleporter that sends you to the position of a random teleporter, the random teleporter won't activate yet, but once you leave and return wanting to go back to the original teleporter you get the random teleporter treatment instead, to avoid it the player would have to notice that the glyph on the entry teleport is different from the glyph in the destination 

I do love me some stage hazards, I just might use this (as soon as I go through the absolutely massive list of bugs people pointed out)