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(+1)

Played through the demo and here are some observations.

First is that there is no tension going back to unexplored rooms after defeating each floor boss room. I feel there should be some decision of either moving down the stairs or risking more exploration for more reward. Something like ennemies get stronger if you don't go down the stairs fast enough, or the rooms get filled with poison and you take a damage. Only examples to illustrate the feeling, not  necessarily advocating for these specific solutions.

Second, every attack and spawn are telegraphed with red circles and rectangles but not the projectiles like the red slime and dragons fireball. That felt awkward because you are trained to avoid red indicators but the fireball are identical to your projectiles and don't have collision indicators. I feel you should either expect all attacks to have collider indicators or none.

Bonus, the yell sound effect when you get hit doesn't sound good, it feels out of place.

Overall, it felt like ArcHero meets binding of Isaac. Even in this early alpha prototype stage it's clear it will be a buy for me.

Thanks for all the feedback. That is super useful.

For the enemy projectiles are you imagining a red circle under them to indicate the collision box?

I agree with the sound effect for getting hit. Some of the other sounds effects still need work as well.

I've got a lot of work ahead of me still, but I'm happy to hear you enjoy the core of the game :)

(+1)

I disagree about the telegraphing. the projectiles telegraphing is already in the game. its moving towards you at a slow enough speed so i get out of the way. i think that needs to stay exactly as it is. Similar to Isaac or Gungeon i think exploring back is fine as is as well. I really like the accessibility of the game. 

I was able to beat the game first try with only taking two damage from the exploding slimes so i think it could be more challenging as you go on. it felt like my damage scaling overpowered enemy scaling. Though for context I am also a game dev, currently developing a bullet hell game, but i thought it might be helpful to know.

overall i really felt the mechanics were good and the demo felt well polished. with some more challenge and bosses i could see myself playing this quiet a bit.