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Definitely improved since the last time! The new room layouts and traps makes the fights more dynamic, especially the exploding barrels can add some strategy to the rooms. Progression of unlocking spells felt like it had a decent pacing. And in general, the game definitely feels more fun than last time I remember.

- For the traps, might be interesting if they could push the dynamics of the room more, with traps turning on/off, laser turrets speeding up or changing direction, or something like that - might be worth experimenting with.
- In one shop I came across two different upgrades with their description "faster shot" and "makes you shoot faster". I assume the former is about projectile speed? Might be good to make it clearer.
- Boss HP bars always face the boss and are pretty small. Would make it easier to see if it'd always face the camera and perhaps if it were a bit bigger.
- Right now the biggest thing that's missing in my opinion is a good feedback for your attacks. Enemies don't really react to getting hit other than a bit of blood splatter for some, and when they die their ragdoll just turn on and they flop with their already existing momentum. Same goes with the hand animations - they're kinda slow and small at the moment and don't really have any "punch".

Thank you for playing and for your feedback! I'm glad the new rooms and progression are more fun!

Good idea, I'll include more complex traps.

Yeah, "makes you shoot faster" is cadence and "faster shots" is the actual speed of the projectiles. I'll rename that.

I plan on eventually adding the boss HP bar to the HUD like in other games.

I've researched some gore and live dismemberment plugins, I might include that in future versions. It would gave some feedback and it looks really badass.

I've been struggling with the hand animations, do you have any concrete ideas? I want to add active items and scrolls with cool casting animations, but I'm really out of ideas for animations with the default weapon spells. 

For the hand animations, speeding them up would probably do a lot. Personally for anything sustained I'd try adding some kind of shaking to the hand, while for spells that have individual shots I'd try either some kind of "recoil" to the hand or some sort of swift movement (up/down, side to side, a flick, stuff like that)