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Even Smaller Indie Company

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A member registered May 20, 2020 · View creator page →

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No problem, you are still great)

Hey Kyle, thank you for a thorough feedback
Glad you liked our art direction, we put a lot of work in it

Regarding gameplay- there are for sure many rough edges and couple of bugs we are aware of. We plan to completely owerhaul a gameplay flow, both on micro and macro levels, as well as enemy AI and their variety. Hope you could help us testing, when we implement all planned changes to the game.

Regarding mobile platforms- we are still not sure about it, but maybe we could consider it, who knows.

Thank you again for your feedback, we'll do our best to keep up)

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Also, on a side note of UX- maybe consider implementing something like Tactical View from BG3, where camera looks straight down on a field, that will make building easier and more streamlined, fixing the issue of not being able to build behind tall buildings.

Just a thought, anyway, you did a great job, kudos to you!

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Thank you for your feedback)

Healing, yea, we haven't implemented it yet)
Nice feedback about pick up range, I really haven't thought about it like ever, it makes no sense in current scenario indeed)
Regarding trinkets- that's a heavy work in progress, whole system will be rewamped afterwards, as well as interactions and progression

Regarding abilities- active ability (as well as auto attack and trinkets) are tied to a slot, where weapon is currently in, so any weapon, that is in a 3rd slot- will be an ability (AoE damage for Kama, Dash for Bow and Force Push for Spear). Damage amplification and status effects affect Ability slot itself, regardless of what weapon it is (excluding Bow, because Dash has no damage component as of now)

Thank you, will keep up improving and shaping our game)

Yup, that's a bug, will try to fix it
Sound is also in works now and won't be available in this demo
Thank you for your feedback)

Great visuals and sound, nice premise, building mechanic is great, I had fun playing this game

Here are couple suggestions going forward
-Not having ability to demolish buildings for a fraction of resources spent on building is a bit frustrating
-Crosshair for FPS view would be great
- and as a vague suggestion- maybe add some "outward" interaction, like scout missions in Frostpunk, something to go out for, so you are not soley focused only on your base.
-and some collision/raycasting issues, when you try to build something behind already built structure
-and WASD camera movement

Otherwise- great job and possibly a next big thing in a RTS genre, keep at it)

Nicely done
Level feels massive and well-crafted, mechanics are interesting and fun
Here is a bit of feedback, though, that I hope you will find useful

-Checkpoints - maybe that's me, but i have missed a couple along the way, because they were somwhere not along my way. Maybe try making checkpoints in doors instead of dedicated points somwhere aside, so you won't have to go an "extra mile" to aquire them. Like in Sonic- checkpoints are always along the way and you not even aware sometimes that you got one, because of that

-Melee damage registration feels a bit punishing, maybe because of animation or vfx. Melee hit vfx starts long before damage registration, and finishes on it, it feels. I suggest you don't use trails for that, but fixed vfx slash, occurring as soon as damage is registrating, and lingering for couple of frames for impact.  And animations in general, though great, could use a bit of timing adjustment. Generally in such an action-packed games- you don't have time for anticipation, intended action must occur as soon as player presses input, so a bit of a windup on dash, for example, feels a bit sluggish, manageable, but sluggish

-Also dash, maybe, could have disabled collision to dash trough enemies, though the way it works now may be intended

-Richochet is a great mechanic, but lacks a bit of clarity (when it's available?) and controls are a bit weird, I suggest you start aiming first shot as soon as player presses E, then richochet with RMB, double input on first shot seems unnecessery

Hope I wasn't too harsh, because you did a great job there, It really looks like a well made prortotype, music is great, switching music for battle is great, environment is great, really solid work.

Thank you for your valuable feedback

Haven't been able to play, but visuals looks gorgeous and premise is fun and open for many interesting gameplay and lore situations, good goob

Hi and thank you for your interest in our game)

Previous buld was more of a placeholder and didn't have all functionality, but now- there is a new build, fully functional, covering a core gameplay loop and mechanics, so enjoy)