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doppelchanger

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A member registered Feb 28, 2023 · View creator page →

Creator of

Recent community posts

Thank you for uploading your game.

Impressions as I'm playing:

* Pressing the 'continue' arrow the first time should skip the text typing animation and display all the text if the text is not done typing, pressing it a second time should advance the text box. I skipped all text because I could not wait for it to type out.

* The theming on the slash ability is unclear, there's a lightning animation on the player, but a claw-like slash on the ability bar and neighboring square. Is this a lightning attack or a slash attack.

* The checkpoint after dying to the first enemies makes me open both chests again and merge the ability

* This is personal preference, but I don't like heartbeat noises at low health

* I keep trying to click and drag the abilities to a slot, it'd be coold if that worked

* The text box that describes the abilities is too small, it shouldn't have to be scrolled to read everything in it

* It'd be nice if the combat preview told you how much damage you were going to do in addition to which squares an ability will hit

* Once abilites are on the hotbar, there doesn't seem to be a way to see what they do anymore?

* The abilities don't seem to match up against the enemies very well. Beating enemies without taking damage does not seem possible with most of the abilities, so I guess I'm supposed to take some damage every fight? Don't like that.

* You shouldn't be able to roll 2 or 3 of the same kind of ability in a chest

* Kinda weird that the ranged enemy can shoot one space but just chooses not to unless its back is against a wall, feels like being close to the ranged enemy should be rewarded more.

Overall Suggestions:

* If you want this game to be like Into the Breach or Fights in Tight Spaces where taking damage is generally a mistake, you need to show enemy intentions. Both of those games make moving a finite resource, so you might consider rolling movement into your abilities or only allowing so much movement per turn, that would encourage a game loop where you use all your abilities and then end turn since the player can't do anything at that point, instead of being able to move indefinitely and having to choose to take damage by clicking end turn. 

*If instead this game is meant to be more a slugfest where you trade health to kill enemies, the player needs more health and there should be ways to regain health with abilities.

What's this artist's name? Do they have a twitter or any way to see more of their work?