thank you for the feedback! i will use this for future updates~
(you can put any item in the bag, you just need to place the bag on the floor to put big items in it)
KoboldDev
Creator of
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Thank you for playing, a lot of the commentary is valid.
I am planning on removing the health scaling or at least significantly reduce it so it only noticeable much later.
Speed wise i also plan on reducing monster across the board and test that out in public, i'm just worried it will become "too easy" but that remains to be seen
I'm working on a entire skill rework and how you acquire them as well, i'm still trying to figure out on how to convey the information of what skills do during gameplay it's easy to say "oh just do it in pause" but there is a multiplayer aspect where everything should be easily done during gameplay sections. A solution of this would be adding a sort of list of skills in the menu with details on what they do.
Controller dead zones are something i need to test, currently on my controller the movement input is instant, i guess i'll need to adjust this in engine
The collision boxes are already very tiny and i don't want to make them even smaller(picrel), melee just is a bit risky and i have plans to eliminate this problem with the skill rework!
The explosion hitboxes are generally very on point with their visual, but next update will have telegraphs for all enemy attacks, going against my will of keep the game clean of too much gamey clutter, but seeing as how many people struggle with just avoiding the spikes it's a necessity. (the spikes used to stick on players and it was even worse)
It was pretty informative non the less! glad to see you had little to no technical problems other than the swapping of control schemes, so thank you for your time i will use it wisely.


<de_cbutton id="de-cute-id" style="top: 688px; left: 16px;"></de_cbutton>
<de_cbutton id="de-cute-id" style="background-image: url("moz-extension://2156874b-0231-46d3-972a-1fc57a6f8a91/bestgirl.png"); top: 1374px; left: 16px;"></de_cbutton>Thanks for playing!
The skills will get a big overhaul when i introduce the class system, bladestorm is not weak it's damage stack is quite high but the tradeoff is indeed risk, it's dangerous to use if you haven't played it a bit and don't know the hitboxes well, player is definitely faster on base than any enemy other than the bats.
Spikes from porcupines do have a shadow allowing you to avoid them, i didn't want to put a too obvious circle where they land, allows more skill expression voiding them.
I'll take a gander at the text stuff, and add an option to increase size!
Thank you for playing!
Very good pointers here i'l make note of them!
descriptions for skills are the most requested and will definitely be added
When a boss chest spawns a random enemy gets a key and killing that enemy will net you the key.
The music does not loop, it's 2 tracks playing after one another
This was an april fools joke game that wanted a bit of love an attention, this will not be a minigame in the mane game as i already have dungeon delving minigame that will act very different!
Thank you for trying it out! Don't forget this is was an april fools joke game and does not have the amount of time put into it as my main project (and likely never will)
Aside you have valid points, most of which are going to be addressed, thank you again for putting the time and effort into stress testing, valuable info has been noted down.
Thank you, this is super valuable information.
Gameplay wise everything you're suggesting is likely already on the list to happen.
I will look into the cpu bottleneck, i knew there was something eating up performance but i coudn't find out what, i will look into the information your provided, thanks a bunch!
>Is the jump really that powerful
An ability that allows you to ignore all the damage for a short while is indeed powerful and should be used to get out situations that would cause death, you generally want to stay away from enemies and try not got get surrounded.
All abilities have upgrades and information for each skill is on the list to be added!
valid points!
the enemies with "smart" movement are getting deleted.
The shield will block one instance of damage but the immunity window for taking damage again is lower, making it higher felt like the game was too easy
Text for skills is the most requested and that will definitely happen!
Most skills have get reduced cooldowns (aside from the main attack, which gets attack speed and aoe)
The upgrades generally minor due the limited selection of skills available at this moment, so it's easier to get 10 or more upgrades into a single skill, making them already very powerful, it is advised to focus on a few select ones and not a large array of different ones.
very good suggestion on the jump, i will add full air control during the jump.
Health regen is indeed weak atm.
The chest (when opened) gives you a free level, an extra re-roll for skills and bunch of points.
Optimisation is on the way!
Thank you for playing~
"i'm not quite yet sure how to tackle it"
I would just make the mouse pointer ignore the enemies instead of selecting them for attacking if the setting is enabled (holding down the mouse button to walk should automatically do this if you want to make a quick escape) and allow pathfinding to do it's course finding the closest non obstructed navigable point in the radius, though unity isn't my strong suit.
Great stuff all around!
Some pointers-
-Not having an option to move without attacking. It's a small thing but it would be nice to be able to move past enemies without being stopped to attack when at range~
-The witches could use a sound when they cast fireballs, so you can prepare to move when cast from off screen (detrimental in iron man/despair mode)
-The 2 hander weapon animations seem very slow compared to one handers so much so that the trade-off for higher damage is not worth it, you nearly guaranteed to get hit during a swing of a 2 handed weapon while the one hand weapons are so fast you can nearly always win a trade without taking damage at all making it pointless ever use a 2 handed weapon instead of sword and board.
Other than that a button to highlight intractable objects would be a nice QoL addition.
Encountered no problems or bugs, keep up the good work!
- Why are there two button like icons during gameplay? I feel like they're clickable but there's no mouse cursor.
More like indicators, one has the jump cooldown timer and the other opens up to show your skills with tab
- Upgrades need some kind of text explaining them. The icons are intuitive enough but it would be helpful.
most people request this, will add it
- The ice bolt ability kept flying over enemies to some random spot with no one nearby. Seemed utterly useless.
It targets a random enemy and lodges itself into their models, sometimes if enemies move away or they are smaller it can miss. Better against larger groups or bosses!
- Not sure if it was intended, but I accidentally ended a run right at the start by walking into the shadow dude
He doesn't like to be bothered really
Thank you for the feedback!
"-If you walk into Monsieur Void at the start he just snatches you and the game ends. Ruined my first run in seconds"
This is quite the intended result! Don't bother him too much.
"-Please have mercy on my CPU :("
i am definitely trying!
"-Are there supposed to be keys in the game? The chest wouldn't open without one but I never managed to see one (maybe a skill issue on my part)"
A key will spawn on an enemy, you just have to grab it!
I will definitely make note of the other points too! This isn't going to be a super big game.
If you're getting any kind of error message or anything please take a screenshot of it, and maybe upload it here? (be careful to crop out any personal info if any is in the screengrab)
I am probably going to make a discord soon so that I can track these issues and stuff a little more closely after the update that's coming soon.
Fantastic world building and an interesting but still familiar take on turn based combat.
Everything was easy and clear to read and understand.
While slow paced battles are fine, maybe an option to speed things up, as well as an autobattle mode in the vain of others where it would copy your previous decisions in case of an easy encounter. A lot of time i spend repeating the same actions for multiple battles without much variation, this is fine for adding fodder battles but make them less tenuous.
While i love the character designs overall presentation the overly saturated DOS visual design isn't quite appealing to me personally but that's a minor gripe.
Text could be a bit faster and sound mixing a bit better but no problems, Looking forward to more.

