Thanks for the kind words! Keeps me going for sure. I appreciate you doing the stream, it revealed some bugs and made it pretty apparent the beginning area needs some work. I'll try and get that done before the next demo! You did find the debug chest, but I put it there hoping people would use it. You were one of the few! Thanks again.
Alderex
Creator of
Recent community posts
I like the idea behind a turn based beat-em-up! My reflexes are garbage so I appreciate being able to think about attacks. I was struggling with some of the nuance of the combat system. While the fatigue makes sense, I didn't really understand the shock and haul bits. I couldn't understand exactly how the combos worked either. When I missed an attack that had a 105% hit percentage, I got a bit confused as well. I think the RPG aspect of leveling up stats and attacks will be cool. That's a nice clock you have in there. :) Keep up the good work!
It was fun! No issues navigating the UI. I like the catgirl MC. I'm not the intended audience here I think, I was garbage at souls games. I wish I didn't have to press 1-4 before then pressing another button for a skill. I wish I could have them all laid out at once. First encounter was easy, then the big booby paladin thrashed me. I think you have something special here, excited to see where it goes.
Good feedback! I'll try and get in some kind of "game over" screen. There's currently no combat-related skills to improve, so I need to get those added in as well. A lot of people have been asking for direction, so I'll try putting in some optional quests in the beginner hub for the next demo. Thanks again for playing!
All very good feedback, thank you! As for the combat, it really revolves around picking up items with unique abilities to use in between your weapon attacks. There's also potions and food you can use to heal while fighting, I was really hoping you'd use one of those potions on your hotbar when you were fighting that Worm Queen with that random adventurer NPC. I think more than half of the playtesters have ended up in the incinerator haha. Thanks again for linking the video, it's worth its weight in gold.
Thank you for playing, and thank you even more for providing video! I hate to say that I laughed at the end, but I did.
For healing, there are several ways. Obviously consumables like potions and food heal, but like you assumed, you also heal inside a house you've purchased. You can also drop a bedroll and sleep on that for health. At the moment I don't want to do a hunger system because I feel like it can come off as a chore. But unique buffs for being satiated is something I want to try.
You're definitely right that they feel very similar right now. I'd like to integrate some behaviors for them so they might try to run and kite, or support their allies. As I add more spells, hopefully that'll help too.
I'm glad you figured out the ruby statues, I think you might be the only one haha. Thanks again for your comments and I look forward to hearing your feedback in the future!
Very cute artstyle. My biggest issue was trying to figure out how to accomplish tasks. I saw a cargo bin and assumed I had to open it to get what was inside, but it turns out it needs to be deconstructed. I was afraid that'd just destroy what was in there. Once I saw there was bread in there, I thought I'd move it closer to where I was trying to build. But I couldn't figure out how to move it. Do the units have inventories? I couldn't figure out how to get the units to act proactively at all either. Blueprints for a building were set up, but they'd just lay around next to it. Also wish there was a way to quickly move between units. Lastly, the camera movement that occurs after you finish moving the camera didn't feel very good. All that being said, I think you have a real gem on your hands and you should definitely keep going.
I played through the tutorial and the arena. I think you have a good base here, but some UI elements were a bit confusing for me. I couldn't tell when my weapon was off cooldown and when it could be fired again. Also the dialogue text jumping to different parts of the screen depending on who was talking was hard on my eyes. Took a while to load scenes despite being on an SSD.
PS1 vibes for sure. Felt satisfying to run around, but I felt like I just had sprint toggled on most of the time. I struggled with the climbing a bit, and the repeated horn noise was starting to get a little annoying. There was one spot on the level I wasn't able to figure out how to get to. I feel like you'll need something beyond bone collecting, but maybe each level could have its own objective.
I'll have to look into adding a bit more UI feedback for items! The bodies in the world don't despawn. If you wait long enough, you'll see than an NPC will actually collect it and destroy it in an incinerator. Or goblins will collect the body, take it to be sacrificed, and turned into more goblins. There are some LODs in place for trees, but some more props could probably use them! Yeah, currently there aren't combat levels but that will be added in the future! I had something similar to runescape's skill system in mind when building it out for sure. :)
Thank you again for playing! :D
Had some technical issues off the start. Settings UI had a bug when it came to going fullscreen, it didn't list my native resolution either. Game crashed loading the mines the first time around. Once I was in the mines it went smoothly, until I went to level 2 and got smoked immediately. Seemed like quite a ramp in goblin stats. Maybe I was supposed to grind the first level some more? I like the pre-rendered old school feel you're going for.
Cute art, it's got a distinct style to it. I had some technical difficulties unfortunately, when I started the demo it looked like pic related.
Then in combat, I pressed what I assumed was the button to view your graveyard? It put an overlay on the screen and I was unable to interact with anything after that.

For the parts that I could play, I enjoyed. It gave off Slay the Spire vibes which is a good thing. I couldn't really tell how resources worked for casting cards though. The icon seemed like it would cost me life to cast, but that didn't seem to be the case.
Yeah, some kind of indicator to show your progress to 4 hits would be really beneficial I think.
As for what to do about your controls, that's a tough one. It is nice being able to move without a virtual joystick. Not really sure what to do about combat though unless you made it passive somehow. I definitely don't think you'll get a joystick and button in portrait mode, so I don't think you're wrong there.
I'm a sucker for small planet games, so I think you should keep working on this. I played in portrait mode and got to wave 6.
- I couldn't really tell what triggered the spin move to recharge.
- The game continued even when I ran out of health.
- Tapping to attack felt inconsistent, since it's also used for movement.
Thanks for giving it a go! Balance is an ongoing struggle for me, I'm not sure I'll ever get it completely nailed down.
That glitch is a hard one to fix. Scrollviews are weird in Unity, but I'll try and get that sorted out.
That's a good idea about the middle mouse button. That isn't being used by anything else at the moment, so it could be used for that. Currently you can move the mouse to the edge of the screen (or use WSAD) but sometimes that isn't convenient.
I tried improving the progress bar to show you just how many bosses are left, hopefully that helps! The gates light up as you complete them.

There's currently no non-random card removal. I've been meaning to add cards for the Thief class which will allow you to discard cards non-randomly, but I've been too lazy to develop that mechanic.
Thanks again for giving it a go!
Thanks for giving it a go! There's no numerical indicator for movement, but I could see how that'd be helpful. My biggest struggle is just figuring out how to convey something like that without cluttering the screen. I hadn't thought of right clicking out of windows, but something like that shouldn't be too hard, I'll see what I can do!
So I tried again, with instructions in mind. I was able to actually get into combat this time, but man I guess I just suck at this game. It wasn't immediately obvious when I should be in move or shoot mode, the player character changed colors which I assumed was some kind of indicator but I couldn't figure it out. When I did change modes, it didn't seem very responsive and I felt like I wasted time. As a result, I probably stayed in shoot mode too long causing me to die. I think this could be fun with some additional polish and more fleshed out visual clues.
So I tried my best to give this a go, but the absence of keybinds or controls made it impossible. I was able to navigate to the first room and get in combat. I was able to target a dunce and bring up my available actions with space. It looks like I could choose "Number Two Strike" or "Number Two Sketchup" but I couldn't figure out how to select either. I tried space, enter, left/right click with no success. I tried pressing escape to navigate to another enemy, but the game closed instead.



