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Very fun, butcher op pls nerf

Game got a lot easier after getting a couple of artifacts (namely damage). Got a couple of flat dmg artifacts, the prism artifact (+4 dmg super op) and a +30% dmg artifact.

I then swapped all my skills to either 0 cost dashing skills, or beam skills (cuz of artifact). This allowed for pretty easy kills, as I could dodge a bit more with the extra dashes from moves but unfort got beaten by the butcher who just jumped me so much my stamina ran out and my dash attacks weren't large enough to evade. (the run was done on creed of impulse for more mana regen to spam)

Suggestions: 

It would be nice to try and make how artifacts work explained a bit more, I don't quite know what "duration" is, nor how increasing boss damage would do anything (as each hit only takes 1 heart). A more in depth explanation of all these abilities and what they do would be nice!

It did somewhat bother me that you always had to swap something after winning, but I realized that the theme of the game is kleptomancy and it would be dumb for me to suggest allowing you to skip. 

Difficulty:

It gets much easier to kill the bosses once you have damage, so much so that the first 1-3 bosses are more likely to kill me than any other boss. Would be nice to have bosses nerfed, but have much stronger powerspikes as you grow, to keep the challenge.

Minion hp: Some feel immortal (they might be I have no idea), some end up cluttering the screen to the point where you can't walk (little green blob mine things). 

Overall great game! It was very fun, albeit extremely challenging. 

(+1)

Thank you so much for playing AND for the really in-depth feedback! It's really nice to see how people do their builds. I didn't expect anyone to use cards for extra dashes, but there you were!

A more thorough tutorial or guide would be quite helpful for a game like ours. We just really didn't have the time, with this being a one-month jam. To answer your questions though, duration modifies how long traps last—which include blazes (DPS pools), mucus (slowing pools), blisters (green mines), and mists (DPS smoke)—as well as the HP of minions—which include cultists, skeletons, graves, etc., as well as the hellgate, which is unique in that though it has HP, it cannot receive damage but instead deals damage to itself. All the other minions are destructible, but keep in mind the distinction between them and traps—blisters are traps and cannot be destroyed.

Since bosses always deal 1 heart of damage to the player, their damage only affects the player's minions. We know that that doesn't really feel the most intuitive, but we had to work with it. We'll definitely rethink and refine this if we decide to publish the game.

You brought up how the first bosses are really hard and the first few cards/artifacts really boost the player's survival rate. THIS was the very balancing problem wetried so hard to deal with but couldn't quite perfect due to lack of time for playtesting.

The exchanging mechanic was definitely intentionally forced, and I'm glad you got the reason why!

Lastly, we do admit that the butcher is our most difficult boss. If you watch our gameplay video, we actually lost to him too lol. We'll see what we can do!

Thanks again, and we're really glad you enjoyed playing!