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Red-Squirg

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A member registered Aug 29, 2016 · View creator page →

Creator of

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Thank you so much for the detailed feedback! I really appreciate you taking the time to play the game and write all of this down. And of course, it's always great to hear that performance was flawless and that most of the GUI and SFX felt good.

About some of the other points:

There are still some missing translations. Several languages are currently being reviewed, so there are definitely some things that still slip through. This is something I'm working on.

The claustrophobic feeling is actually somewhat intentional. Not every area is like this, and there are larger/open areas as well, but I understand that the tighter areas can feel a bit overwhelming.

Controller support is currently in development. This is definitely something that's coming.

The town is also still very much a work in progress. The spellbook is actually your Legacy system, but it's disabled during the first run. The bloody bowl is the collection for your Unique items, and once you unlock it through meta-progression, you can use it to transmute Uniques before starting a run. There will also be more things added to the town later on, so some of the current points of interest don't have their final purpose yet.

The NPC dialogue issue you mentioned is actually a bug. That shouldn't have been happening in the build at all, so thanks for reporting it.

Regarding the upgrades feeling too expensive, this is probably more of a progression issue than simply an economy issue. There are upgrades specifically focused on generating more income, and some of those are unlocked fairly early. Still, I'll keep an eye on how quickly new players are able to reach them.

The combat being slow is a really interesting point. There are definitely some things that are slower than I'd like right now, but a lot of the game's power comes from exploring the skill trees, finding the right upgrades and progressing through meta-progression. After several runs, the classes can become extremely powerful. We actually have speedrunners completing 12 floors in under 3 minutes, so the game definitely isn't intended to remain slow.

I think the more important point here is probably the learning curve. A new player doesn't really know how much power is hidden in the skill trees and meta-progression yet, so the first few runs can feel much slower than the game eventually becomes. That's something I probably need to polish.

The ranged combat feedback is also something I've been seeing from multiple players. The range itself is something I'll keep looking at, but I may also add some form of aim assist. If several players are having trouble landing shots, that's probably more of a usability problem than something I should simply expect players to get used to.

For Ice Mage, it's similar to what I mentioned in the other feedback: the class is intentionally very weak early and becomes extremely strong later through its skill tree and upgrades. But again, maybe the progression between those two points is simply too extreme and needs to be smoothed out.

For the items, the relatively small numbers are intentional because they are meant to stack with the rest of the progression, but I agree that some individual effects could be more impactful. That's something I'll review.

As for music... there currently isn't any. 😅 It's still in development. I'm not a big fan of using AI for music, so I'd rather take my time with it than just throw something in for the sake of having music.

Thanks again for taking the time to play and write such a detailed report. Even when something is intentional, feedback like this is really useful because it shows me how those decisions actually feel to someone playing the game for the first time.

Thank you so much for the detailed feedback! I really appreciate you taking the time to play several runs and explain what you liked, what you didn't, and why.

About the class balance, there is actually a little more going on than what you can see from a few runs.

Hunter is intentionally designed to be a strong and easy-to-use class early on. It's probably the easiest class for a new player to pick up. The downside is that it falls off quite hard later, and currently it actually has the slowest average completion time of all the classes. So Hunter being very strong early is not necessarily a bad thing, but your feedback does make me think that maybe the early part is a bit too extreme.

Ice Mage is basically the opposite. It's one of the weakest classes early, but once you start getting deeper into its skill tree and upgrades, it becomes one of the strongest classes in the game. That's intentional as well, but maybe the difference between early and late game is simply too big. This is something I need to look at.

Barbarian is a bit easier to agree with. We already know Heavy Slash is too slow. The original idea was basically that you would eventually stop using Heavy Slash and just go full "spin to win", but that doesn't really justify the skill feeling bad to use. So yeah, that one needs some work.

Also, you found an actual tooltip mistake with the Barbarian perks! Cleave and Spin are the same skill, but the tooltips are wrong. That's on us and I'll fix it.

The movement speed feedback is also something I agree with. And actually, the same may apply to attack speed, cast speed, and possibly mana/stamina costs. Meta-progression eventually makes these things much less noticeable, but I think the early game may simply be too restrictive right now. If the player needs several hours of progression before the game starts feeling good, that's probably something I should balance.

And thanks for reporting the buff tooltip bug! That's definitely a bug and needs to be fixed. :D

About the starting area looking like Tristram... yeah, that was actually intentional fan service. 😅 But I understand your point, and it might be a little too close for comfort. I'll have to think about what to do with it.

And yes, there is currently no music. 😅 It's still in development. I'm personally not a big fan of using AI for music, so I'd rather take my time and find the right solution instead of just adding something for the sake of having music.

Thanks again for the feedback! Even when some of these things are intentional, it's really useful to see how they actually feel when someone new plays the game. That's exactly the kind of feedback I need to find where the progression is too extreme.

WARNING -> IM SPANISH NATIVE SPEAKER -> THIS RESPONSE IS AI-TRANSLATED 😅

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Quick clarification about the AI usage tags!

I think there's a small issue with the AI usage tag in the Submit Game options, and I can't select the option that actually fits my game.

The game itself - gameplay, mechanics, systems, design, programming, etc. - is 100% human-made.

I only used AI assistance for localization/translation into French, German, Russian, Portuguese, Japanese and Simplified Chinese.

Jus wanted to clarify this since I couldn't select the right AI usage option when submitting the game.

please add a prompt in arena vs (press enter to start!) XD...

I think this game could really benefit from a controller rework... or maybe some kind of auto aim or auto snap or something like that. I always end up fighting sideways and most of the times I won was just using the spin...

the game punishes a lot, so it wouldnt be bad if the controls feel more in line with the challenge.

also the spanish guitar in the menus is amazing, I stayed there listening for a while :D

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My first run i didnt understand anything that was going on xd (lose in second rally event)... but the second one was way better. the game is really good honestly, i played it for like 45 min.

Idont have much feedback to give... I think it just needs more polish and polish until it becomes a real gem.

First of all thanks a lot for playing and for the great feedback.

About the connection, you are right... I should make the game full offline by default and let the player choose. Since its only used for leaderboards anonimous connections, I could just trigger it when the player actually submits a score.

About the difficulty, im still working on it... but yeah, the forest level is way too agresive right now. Not sure if its the enemy density or how they are distributed, I need to keep working on that. You might be right about adding an intermediate level.

You found quite a few bugs... thanks for reporting them, they are already on a list to be fixed.

btw im working on a linux build, not sure when it will be ready but hopefully soon.

Thanks for playing.

Reacción en cadena. Eso era lo que quería decir ... por ejemplo que si la bola golpea algo se multiplica, o un power up tipo un rayo que si lo tocas hace una linea entre monedas y agarra tipo 3 o 4 haciendo una linea a la moneda mas cercana .. etc.

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Juegardo!...

Le di un rato ... masomenos llegue como a 60 monedas y me cago que salieron 2 bujeros XD. 

El loop esta bastate bueno ... le agregaria mas boludeces ... mas power ups ... algo tipo chain reaction ... o que te cambie el cuadrado, flasheadas asi ... Meterle tipo algún que otro upgrade permanente a la bola no le quedaria mal.

La musiquita va como piña ... no se por que.

Bug: algunas cosas salen en cualquier lado ... un par de libros salieron litera fuera del cuadrado pegado al borde exterior :S.

This is not really my type of game... but it looks quite complex in a good way. From what I played, the game is interesting and the “loot is a resource” concept I really liked.

The only feedback I could give regarding the flow or core gameplay is maybe adding some kind of quality of life in the loot and distribute part... like an auto set or auto equip or something like that.

I think I would start the game directly in combat explaining that first, and then go to the city... but honestly this is kinda meh feedback from my side.

The game has a lot of potential, and with more visual refinement it could really stand out in its niche.

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The idea of bomberman + dungeon crawler seems very very good to me... but the grid movement feels kinda strange. I would add diagonal movement and maybe a look at system (like if you are blocked by a wall and you press towards it, the character at least turns). That would remove the feeling that sometimes the game didnt register the input.

Also the tutorial feels empty XD... not sure if thats on purpose. Luckily the game is easy to understand by itself... except for the B button... but well, by elimination B = bomb, so I figured it out.

I would really like to see how this game evolve


BTW : Every time i put a bomb here the game crashes, not sure why but its consistent

Hey! I just released my dungeon crawler roguelike Pollo Diavolo using your assets 
https://mstudio.itch.io/pollo-diavolo 

Saludos de Argentina!

I made this game in around two weeks and would like to continue developing through the feedback received.

Space Heroin is an incremental action game in which the player must defeat enemies and collect credits to spend on upgrades.

Play here: itch.io/space-heroin