Thanks for playing! I'm glad it clicked with you and that you liked it enough to leave feedback to help make it better.
You're right, the character balance in this demo was pretty off. Part of what I've been doing recently has been re-balancing character stats and skills. I also have more character specific skills planned out to make them feel a little more unique. Each character (there's 10) will also be given a few starter skills at the start of each run.
I'm planning to get the steam page live sometime soon and then put a more up to date demo on there in a couple of months, so I'll know quickly where things stand after the updates.
jeremyjackson89
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Hey, thanks for playing! The demo is almost 6 months old now and the game has changed a bit since then, but this is still great and detailed feedback!
There's definitely room for visual improvements, and I've got plans to take care of most of what you mentioned there like the text sizing, arena art, and some visuals for the events.
There's also stuff that's done that's just not been updated yet in the demo, but I hope to have a newer demo up sometime in the next month or two. There are more defensive skills in now (even endurance!), the stats show below the character's HP bars, and I'm showing enemy intent (so that you don't waste your shots guessing with sidestep/burst). There's more, but I don't wanna cram everything in this paragraph :)
Any chance to add the mechanic from LSW that lets you salvage failed Commands (or in this case, Combos) by pressing [A] at a certain time? Not to allow your combo to still increase rank, which I love, but just make your turn feel a little less wasted, which I think a roguelike would benefit from.
I don't have any plans to implement this right now, but I have taken a different approach that I wanna get some feedback on once I update the demo here. Basically, instead of potentially wasting your turn like you mentioned, what happens now is that you do some amount of base damage and get AP even if you mess up or time runs out, but your combo level doesn't increase. If you do get all the inputs in you'll do some extra damage and your combo rank will go up allowing you to get more AP on your next turn. It's not as a challenging or as close to what LSW did, but I think it reduces some friction that probably caused a lot of people who would have enjoyed LSW to bounce off of it while still maintaining the feel from the part of the game. I know some people will probably like what I have here more where the combo goes up or down based on whether or not it was completed, but we'll see.
Does getting hit particularly hard give you AP? I didn't get hit by anything of super high strength, so I wanted to know if this was in this game.
It doesn't, I've gone back and forth on whether to implement something like that or not. I know if you take so much damage in LSW that you get an extra 2 CC. If I decide to add this, it wouldn't take much to do so.
Again, thanks for taking the time to play and for the detailed feedback. I'm glad you liked it so far!
This was fun! The sweaty Slime Keeper really seemed to enjoy all the slime I brought him, he even let me buy some weapons to bring slime to him more efficiently.
All in all, I'm impressed with how much of this you were able to put together in a week! I look forward to seeing what you do with this and may this game's audience be as captivated by your work as the Slime Keeper is by slime!
1. Thanks for playing! :D
2. This is really good feedback, so thanks for taking the time to tell me about your experience here.
I think you're right about the inputs. While the combo inputs are meant to be skill based, they're probably a bit too punishing as is. This game is very much inspired by DBZ: Legendary Super Warriors and its combat, which is where this input system comes from. Despite that game's fans liking them, I know they're not for everyone and I do intend on doing something to further improve that experience.
Regenerating health to make it feel more like a fighting game isn't an out there suggestion at all. In fact, the ARCADE mode (not in this demo) actually restores health fully between battles like in a normal fighter and doesn't contain any roguelite elements. Perhaps I can experiment with smaller pools and/or partially restoring health after combat during the roguelite mode though :)
What you mentioned about the music -- you're right, that just flat out sucks, I'll fix that ASAP.
Again, thank you so much for playing and for leaving such great feedback for me!
Thank you so much for playing! I'm glad you enjoyed it <3
About mitigating damage further, there are three skills available in the demo for that purpose:
Counter - Prevents an incoming attack and deals a small amount of damage to the opponent.
Sidestep - Dodge a projectile attack.
Burst - Prevents melee damage.
You may not have gotten any skills during your run (from either treasure chests or vending machines) or at least not any of the defensive ones -- sorry about that :(
Hey there! Thanks so much for playing the game and leaving some feedback!
Sorry that happened to you. I went back and made it so that if the player loses the first battle that they'll head back to Grandpa's house instead of home. That build of the game is now the live build. I hope you'll give it another go :)