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(+1)

Yeah, I did play the version that was first submitted to Demo Day. I just jumped into that one because I already had it downloaded.

> the loot that the sranc drop is meant to be low quality junk.

That's alright, but I think the problem is more that the items have so many stats that are hard to follow that it makes it tedious to have to wonder which items are better than others. If the items dropped by Sranc are supposed to be trash then consider reducing their buffs even more. For example the Sranc helm which I assume is supposed to be a basic trash helm has a list of 10 buffs and debuffs on it which makes a player wonder if there's anything special about it, instead of making it immediately clear that it's a trash helm with almost no use value. Item tooltips seem to suffer from information bloat. Not every item needs to have a billion stats and a whole essay of information. If you keep it sparse for the unremarkable items and scale it up based on how rare the item is, it communicates better to the player which items are really worth paying attention to.

The lore snippets on the items are a great touch, but since the tooltips are badly positioned and unintuitive in the information they give it discourages the player from reading through the whole thing to even get to the flavour text. Tooltips should definitely resize with the text.


> i wanted to make my dream game from the start and didn't want to make anything else

I hope you know what you're doing. Developers like you are an inspiration because of your passion and ambition but this could easily turn out to be yet another case of dreaming too big and getting burned out from the scope. Would gladly play it again in the future as long as it keeps improving.

i should probably just have loot drop as in-world props. a sranc helm looks like a sranc helm,  arrows look like arrows and not a glowing loot bag. i tried doing this before but had tons of issues. back to the old drawing board. thanks again for the input and i'm motivated to continue to try to make something worthy of another playthrough.