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Hello!

Within about an hour I managed to win/survive 2 rounds. I think the build also has to do with that. One winner build was mainly focused on grabbing any damage power ups.

- One power up has a typo: redcution instead of reduction.

- The damage by distance power up has a "-" instead of "(" where it says 5 base damage

- The aim crosshair is almost invisible when there are many enemies. Perhaps it shouldn't be white?

- The shotgun is too weak considering the reload speed and ammo. I suggest either reducing the reload speed or giving more damage to the bullets.

- The pistol is actually quite a good weapon and is a great balance between all options.

- The background music doesn't loop and near the 380-400 seconds mark ends.

- If the game's meant to always stay within the space of the screen and the camera doesn't move. Then it's somewhat unfair that enemies attacking from the top/bottom can get closer to the player on a wide screen. Maybe make the level area square (cut off the sides), and balance the enemy spawning based on these dimensions?

- Not all power ups are clear to understand they belong to the same progressions. I managed to unlock the damage one (I think) where I heal 0.5 hp/sec and get a 100% damage up when standing still. I've also unlocked the light one that increases the light by 100%. But it's difficult to tell about the other abilities' progression. And I mean the ones belonging to the hero themselves and not the summon.

- The 60 hp and losing 25% of attack damage is a power up that I never took, because it feels like a big cost to lose that much damage. I'd rather just risk my life. Perhaps it can be revised?

- It took me a couple playthroughs when I didn't realise that enemies drop XP gems and I thought it was my bullets 😅 and I had to go pick them up.. The XP gems and bullets look very similar that it's hard to tell the difference.

- The summon symbol is way too large and covers up a big chunk of the screen. Suggest reducing their size by around 20-25%.

- The highlights for different enemy statuses (slow, burning, poisoned, etc.) fight for rendering. Maybe give priority to what's displayed first and on top of everything? Or give different indications to things, like a slow icon or fire icon.

- The reload bar is rendered behind the blood patches from enemies.

- The giants produce the same amount of XP as all other units. Same with spiders. Maybe have them (giants) give more XP, as they suck up lots of bullets.

Well, that's all I can think of from my play. Fun game!