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(+1)

Just got the newest Version, nice.

Played roughly 1h.

I like the Animated Hero on the Title Screen, but the rest of it is pretty empty. Also no Music, and the slamming Animation is repetetive.

Your loading Screen Cursor isn't flipping, its just a static Sandclock.

Walking feels Floaty. Stats are simple and precise, not wasted on a lot of needless Substats or anything, which is nice. Menues are a bit bare Bones when played fullscreen, and seem Placeholder-y at the Moment.

The Card-Companions are neat, I like that Idea.

Is there anything seperating the Classes apart from Stats/Looks?

It occassionally lags when moving across the Map, probably when loading in new Chunks of Stuff.

When putting a Spell on LMB, it casts then I attack, probably a Bug. Also after a few Goblins where slain, I could no longer move.

You can see out of the Bounds of the Town. 

On loading, the Dungeon doesn't save.

Leveling up feels satisfying, but could be a bit better I think. The Idea of increasing Follower Attributes by giving them Skills is nice.

Dwarf is at -2/1 Health Potions now, no Idea how that happened, but apparently you check for 0, not <0, so he has infinite Potions now I think?

Nice Druid. If I have the Map overlay enabled, it disappears when I move up to the next Floor.

Loot in level 2 cleary dropped from the Weapon Racks, but didn't sparkle and wasn't pickup-able.

Very nice that you can mine the Gold if you have a Pickaxe.

Rat king got Stuck between the Cages, trivializing the Fight.

I'm assuming it'll go on pretty much unchanged forever at this Point, with just variations in Enemies, so I'm stopping here.

Finally a new essay, missed these.

Interesting how many things you figured out others couldn't, like the pickaxe and gold interaction. For the lag im still trying to find the perfect solution and while you were playing i uploaded a build that loads and instantiates all kinds of things in the loading screen as opposed to background loading without instancing things in previous builds. Its difficult to iron this stuff out since i can only test it on two machines, both of which cache some data between sessions...

The classes have different starting stats and can find/equip different types of rare auxillary items (witch can get spell boosting ones, warrior gets stuff for physical combat) of which there are only 1 per class at the moment. Additionally, because of the current feedback, the warrior starts with a shoddy sword now and the witch already knows the fireball spell. For the future i want to implement some non-magic abilities, but im not sure yet as of the specifics, but it might be a good idea to make some of those class dependent.

The punch after spell casting has been there for quite a while and isnt intended, was just low priority. You are the first to point it out though.

Will check out the other bugs you mentioned. 

On loading, the Dungeon doesn't save.

To be clear: levels save within the session. Once you go back to the main menu the data is gone and will be randomized again when loading your character. So porting to town and back should result in the same dungeon with the same corpses and loot laying around, while loading a save from yesterday should not.

Level 4 is different to the others, but is still very empty. It has 2 encounters though and will be the entrance to the next area which i will finish until next DD.

As always, thanks for playing. Your detailed feedback is greatly appreciated!