Great game concept, well balanced. I especially like the intuitive interface. Just one thing: Did I miss it, or are the heresy thresholds only explained in the devlog?
Devaos
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Great game, well polished! Best played with a controller, probably. 😉 Was okay with the keyboard; the difficulty lies in the fast pace of the game. It works well because the respawn time after death is short, so it's manageable also for non-pro gamers. Super that you added music and sounds; it adds nicely to the atmosphere. Good work! Feedback answers: yes, yes, No.
Well, my game scored mediocre on graphics, so I'm surely not an expert. And that's while I used professionally made, commercial graphic assets for most of my game. Have you checked the games with the highest scores in the graphics category?
I definitely don't want to discourage you; quite the opposite, I applaud your efforts. A few years ago, I wanted to create a 3D shooter game - didn't achieve to release anything. 3D with real people in first person view is the most difficult environment for graphics, in my opinion. 2025, we're looking at hyper-realistic images, motion capture, AI supported workflows; expectations can be very high. On the other hand, pixel graphics can be appreciated well if they achieve a consistent and polished style.
For the graphics in your game, my first suggestion would be to add basic animations to people. In general, you want to avoid the uncanny valley, and this includes movement as well. It's not necessary to aim for high resolution but does the game look natural to you when you step away a few meters from the screen? Do lighting and shadows fit? Buildings might look all the same but living beings have variation, also idle movement. As I wrote before, the most important next step to me is to keep polishing the game. Good luck!
Indeed! Undead, demons, golems are on the to-do list, and more. Completing level 3 would show a preview if you're still interested. 🙂 It's true, the difficulty rises quickly, especially with the Orc Chieftain in level 3. Easier areas shall follow soon. Thanks for playing and appreciating the details!
I like your game idea and the 3D environment, good concepts! Unfortunately, I had some trouble with the controls, probably because I haven't played first person view for a while. I kept bumping into people, especially when turning around. You wrote yourself that the game is in an early stage - 3D is always challenging, I would say. It's a promising start, and I would only suggest to keep polishing.
Gosh, this is a busy game. I basically stared at the hit box, walked around randomly, and was hoping for my shots to hit something. 😄 From your previous comments I understand you're targeting players more experienced in the genre - still, I think it would be a bummer not to address new players with easier levels or mode. Other than that, your game looks nice and is well implemented. The bullet patterns look nice, just a bit crowded - if I had the time, I would have admired them more. 🙂
Nice game. I liked how you pay attention to the details, which fits the mood of the game very well. Only one suggestion comes to my mind: Sometimes when you switch scenes back and forth, like looking into the drawer and back outside, things suddenly changed. Perhaps it would be nice if she speaks about it or mentions that she fetched/prepared some things. I think it might support the flow of events well. Hopefully, this makes sense.
Many thanks for your detailed feedback, much appreciated! These are great suggestions.
Ability cooldown notification and item confirmation - yes! Will do.
Regarding the enemy abilities, they are already very impactful if you're going for the second achievement. Otherwise, the descriptions are rather complicated, it's true. This also relates to the number of cards which are currently balanced towards using your hp pool to get the achievements. Maybe you'd like to go for it? 🙂 Anyway, yes, more patterns and also more hints to existing patterns will follow, since they're not as easy to make use of as intended.
Auto-clearing I left out so far because this game one day shall feature enemy abilities hiding the numbers around them. Let's see it this doesn't turn out to be too frustrating ... thank you very much once more for sharing your ideas!
Great, thanks for your feedback, and I'm glad you enjoyed it. That's what I was aiming for, so you can move through the levels early or optionally accept the challenge(s). Oh I wish I could implement a full roguelike using procedural generation but probably not anytime soon for this game. More levels are definitely planned. 🙂
Well done, your game is in a very advanced state! Not much for me to improve, since you know where your game is heading. Two things I found, though: After solving the first optional treasure level, the green check mark didn't show up on the map like for the other levels, including the second treasure level. Not sure how it could happen; I didn't solve it in the first attempt in case this matters. And on the One More Time map, I cleaned the middle leaves, got the Matcha drink, cleaned the leaves on lower right but these didn't count towards completing the task. Same happened when I tried again, so it seems to be reproducible. Good luck for your game!
Thanks for playing and your feedback. The levels are easy indeed if you're directly going for the gate but the second achievement should be challenging, in case you're interested. Anyway, I definitely shall add more levels in the future. About the redrawing of cards, I think you just pointed out that the wording is misleading, good to know!
Good suggestions, thanks. I'll consider them.
Many thanks for playing and your suggestions; I'm glad you enjoyed it. The difficulty rises quickly, it's true, but it's intentional. Just like you described, you can take a break and continue later. Since puzzles are typically played only once, it should be challenging, no? It would be great if you played one or two more levels!
Loressa, I also managed to lose against the non-moving player, haha.
@ Nazandr: It seems to me that dodging bullets while moving is the biggest challenge. How about some abilities to push the opponent, throw some obstacles, or the other way round, let the players "pull" each other like magnets? Just some ideas you maybe already had. It's a good start and multiplayer games are the minority, so there's potential!
Yes, you're absolutely right in this respect. It was a design choice because I wanted to start with a 8x8 grid - and then failed to keep the levels simpler. 😄
Out of curiosity, did you play all levels and thus enjoyed level 3-4 the most? I'm asking because I was aiming for even more interesting ones later on.
Thank you for your feedback and your honest opinion! Yes, chess-like non-chess puzzles seem to be quite a niche. And it's hard to find an audience with the sheer number of new games.
Great suggestions for the sound. Thanks for sharing your ideas! I did look for sounds in the community assets but most sounded too futuristic for this game's theme, I thought. I'll have another look. Music and button will be in the next update. 👍
Many thanks for playing and your extensive feedback, wow! I'm glad you enjoyed it. Selecting enemies was not intentional, so thanks for the bug report, too.
Level progress should actually be saved between sessions. It does work for me on some devices, so unfortunately I don't know yet why it can fail. I'm sorry this didn't work correctly for you.
Yes, the "unexpected pit" in 1-4 is intentional but could be more clear, it's true. All other points I'll definitely consider for further updates.