Glad you like it! Yes, the plan is to fill up all the empty slots on the spell tabs, a total of 36 spells.
Recent community posts
Neat game. I'm usually not a fan of top-down shooters, but I thought this was fun. The zombies are pretty easy to dodge, a few special enemy types would spice things up and also make the generic zombies more threatening if the player focuses on the special enemies. Also, some way to figure out where the neighbors are hiding would be nice to have.
Keep up the good work!
Fun game! I tried the dwarves and the merfolk, and they both had some interesting abilities. I had some problems with getting the siren to create water where I wanted - when I clicked a spot with an enemy in she went up and punched it instead.
The AI is pretty bad at playing, but that's understandable, it's hard to design a smart AI. Maybe include an option to give the two sides different amounts of gold? That could be useful in multiplayer too, if you want to give one player a handicap.
It will be interesting to see where this game goes.
Cute artstyle! Camera is a bit wonky since the player character can end up hidden behind terrain. Maybe make it autozoom so the player is always visible.
At first it felt like there was no way to escape when spotted by a wolf, but then I realized you could run by holding Shift (that wasn't in the instructions). Running made it pretty easy to not worry about stealth and just dodge the wolves, could even pick up most of the cakes on the way. My best score was 49 seconds, 3/5 cakes collected, spotted 11 times.
You could steal some mechanics from games like MGSV to make stealth easier to use. Would have loved the UI ring that lets you see the direction an enemy is spotting you from + the ability to mark enemies so you can see them through cover, for instance.
Regardless, running through the game was fun in itself, so good work!
Neat game, controls feel good. Couldn't figure out how to drop down platforms until the thread told me.
Maybe put in some more checkpoints, when I died at the fourth (I think) spike floor I got sent all the way back to the start of the grey area, felt like quite a lot to do again.
Also, after dying the music disappeared and didn't come back.
Good luck and keep up the good work!
- Love the art style
- Great atmosphere
- Inconsistency in what buttons to use (arrow keys, A and D, space, mouse)
- Hard to tell what parts of the screen can be clicked, maybe change appearance of buttons when mousing over them?
- Events where you get to make a choice instead of just clicking "resolve this event" are way more interesting, put in more of those
- Combat is basic, but I'm sure that will be expanded upon with spells and items
Keep up the good work, I'm interested in seeing where this game goes.
Zipping around at hyperspeed and shooting feels great. There are a few things that take away from it though. The dungeon is kind of cramped, bigger open areas would make the speed shine as well as making it easier to engage enemies. The fact that you can't see very far considering how fast you're going (and even more, the edges between zones) also discourages you from going fast since you might run right into an enemy.
The dark crosshairs is hard to see against the background, but that should be easy to fix.
I bought the machine gun from the store, but it didn't seem to change my attack style. You were supposed to just left click the weapon in the store, right? If you have to equip it somehow I couldn't figure out how to do that.
It's a fun little game, but could use a few more mechanics to make it really interesting. The levels have dead ends that are annoying to get stuck in when you are running from a hunter. It's also easy to confuse the hunters and villagers at a quick glance; maybe use different colors for them?
I like the concept. Drifting in the curves feels very nice. Needs higher mouse sensitivity and tighter controls in general. Couldn't get a high enough jump after the final multiloop, it was hard to figure out where to point the camera to get the best speed.