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I didn't expect much because of the meme-theming and souls parody aspect but I thought it was quite enjoyable. I've never played VS or any of it's clones, so I'm not sure what's unique to this game and what's a genre staple.

I like the rat wall as a way to check player progression early. Once I knew it was coming, it made deciding early upgrades more interesting, since I have to at least get some offensive moves if I want to be able to get past it, but I also want to stock up on movement and defensive upgrades while enemies are still sparse.

You could make the XP progression a little more obvious. Based on what enemies drop them I assume that the progression goes light blue -> dark blue -> green, but some visual differentiation besides color could help make it obvious that it's more valuable when you see it the first time.

I also felt like the XP progression ground to a halt after the crossbow guys show up, but that could just be because I'm bad.

The magic circle having infinite range seems a little not right, it feels a bit cheesy to beat up the archers from the other side of the map while also whittling down the herd of rats, mushrooms, and soldiers I've accumulated.

All in all, pretty solid. I hope that one day I can be forgiven.

Thanks for trying it out, and for the compliments.

>You could make the XP progression a little more obvious.
Good idea, I can add some increasing glow or more intense animation with higher tiers. The shop items have colored icons over them indicating a rarity tier, too, but I don't think those are particularly obvious, either. I just took the classic Phantasy Star rarity color scheming, but of course there's no C/B/A rankings here that actually give that info.

>I also felt like the XP progression ground to a halt after the crossbow guys show up
It seems the same way to me when I test it. I think it's because the hollow soldier enemies are too spongy, so all your money drops are covered up by a blob of them.

>The magic circle having infinite range seems a little not right
Interesting observation. I was thinking of keeping its damage lower against enemy HP scaling (right now static bullet shooting enemies don't have any scaling), but giving it an increasing period of stun or slowness so you can use it for better crowd control. I have stuns & knockback implemented, but I think right now the only weapon that does that is the upgraded magic circle (like 1% chance to get from a chest, lol) which pulls enemies to the center.