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Thanks a ton for the feedback and for playing, I always appreciate your feedback.

I appreciate your feedback on wrt the basic attack feeling underwhelming. I got the similar feedback from the people who playtested the game before release, but I was curious what others would think.

A combo system is a great idea, both for making the attack feel more useful and for adding another differentiator for skill levels of players. I’d need to think more about what exactly it’d look like, but I’m imagining something like scourgebringer’s combo system, where being relentless is heavily rewarded, and keeping your basic attacks up could mantain your current combo.

I’m considering coming back to this game next year to make an expansion possibly for Steam, so if I do that, your idea for ‘negative score = you die’ seems like it might work well there to make it feel more like a traditional roguelike, thanks for the idea.

The “busy-ness” on the screen is something I really need to work on, thanks for that feedback. The same thing ended up happening to putrid shot ultra and that game had colors on its side. One thing I might do is give enemies some kind of red outline or something, or maybe make their eyes glow red a bit more. Your idea for changing the lighting around enemies/adding more red makes sense, I’ll mess around with those ideas.

Thanks for playing and for the comment, I really appreciate the feedback and the kind words. I’m glad you enjoyed it.