Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Hello,

As you already know, I streamed your game last weekend. Overall, I think the game has a lot of work to do before it's ready for the big time.

I enjoy the custom artwork that has been done in this game, which helps it stand out from a lot of the fair that I play. There's clearly been love and care put into the game, and the tactical combat is a treat.

However, the balancing seems really poor. For a game that presents itself rather light-heartedly, it's rather unforgiving. It was a real kick to the nuts when I was able to fail the tutorial and the game just goes on without me. This has a few problems: 1) It really sets a bad precedent of what to expect ahead, really lowering my motivation. 2) It doesn't give players a chance to explore and experiment with your game.
The current design philosophy behind the fights is the reason why the tutorial killed me, and killed me quite swiftly: The monsters have low health pools and deal high-damage skills leading to a low time to kill.

Ultimately this leads to cheese strategies of huddling all of your monsters into a tight group and waiting for the rather dumb AI to slowly make its way over to your group.
I don't know if later in the game enemy attacks/skills force the player into using different strategies, but my main point is that it is a real shame that the very first fights you are able to do require the player to huddle into a group instead of trying to think strategically.

I hope with time this game will improve and become a real winner, but as it is now, it definitely needs a lot more time in the oven.

obligatory copy-paste:

If you'd like to watch my experience with your game, I've linked the archive below. You can click the timestamps to jump to when I start playing your game.