the upgrades appearing and taking friendly fire was a fun spin on this kind of game, nice job! the graphics and sound were all really cute!
cookierabbit
Creator of
Recent community posts
I couldn't really tell what effect the upgrades i bought were having, but I liked the idea of trying to stealth around and harvest resources to build up upgrades and eventually escape! The effect overlayed on the game and menu was really cool too :). I think some sounds or feedback that indicates when you are harvesting and increasing the effects of the upgrades would make it clearer when I'm doing things better/faster and make it even more fun.
Pretty fun! At first it was hard to get the duplication ability to work but once i had the timing down of left click right click it felt really powerful. I think the background needs some kind of art or something since it felt really easy to get "lost" and not really know where you were relative to enemies. A mini map would have been cool as well. The movement trail really helped sell the "impact" of shooting though which was really nice. Nice job!
new post because of word limit
the only "gamebreaking" bug ive run into is that when you melee charge an enemy and land on a square that opens a door, the room does not illuminate. I think its broke a run for me since I couldn't find the stairs due to the room being broken
UI bug-- knocking back enemies into a wall overwrites the damage number with the wall-bump number. for example-- I hit an enemy for 30 damage, he bumps into a wall for 3 damage. UI only shows 3 damage (hp bar shows correct hp, 33 damage taken)
Didn't see a feedback thread so I thought I'd kick it off:
Gameplay:
- Fun game so far! There isn't anything guiding you so at first I felt like there wasn't really much to the game until I started right clicking everything. Learning you could shield bash units into each other or into walls was a fun experience, but some kind of tutorial encouraging a first time player to explore interactions would be sweet
- During non-combat hallways (will they always be non-combat?) it would be nice if I didn't have to move via the turn system and could just move wherever I wanted
- Opening doors appears to happen automatically after a move, sometimes this is a disadvantage when combat starts right away. Is this on purpose?
- It would be nice if walls didn't block vision of character/loot
UI
- Some kind of info that Q & W turn the camera would have saved me some annoyance :)
- Rotating camera with Q&W was a bit clunky for me, I would have preferred to just hold right click and swivel the camera
- Ideally I can press escape to close UI menus like the inventory screen, or whenever I've right clicked on a chest/enemy
- Adding some kind of "heal numbers" for things like vampirism would make it clearer when its working!
Looking forward to future updates