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Musefarm

9
Posts
A member registered 26 days ago · View creator page →

Creator of

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The character selection wasn't clear to me at first. It took me a while to realize I had to grab the pin and place it on the character. I think the selection page needs better visual cues to guide the player's attention as soon as they enter.

Hello! I spent around 5 minutes figuring out how to enter the level, but I saw in another comment that you’re already planning to improve the UI.

 I really enjoyed the crouch attack design. I think the game has the potential to create a really funny and chaotic experience. It reminds me a bit of Stick Fight : The Game. I would also love to see more dynamic changes in the environment and items to collect during fights.

I passed round 12 on my second run and reached 600,000 points. One thing I would like is a clearer score breakdown after each round, something like “base score × multiplier + .....” as an example. It would help me understand which attributes or mechanics I’m currently lacking and how to improve my build.

Also, I couldn’t find a place to sell relics. Is that intentional, or did I miss it somewhere? In many rounds, the only thing I could do was press the start wheel because I had already reached the relic limit and couldn’t buy anything new.

The game feels very smooth overall. The only issue I met was with relic descriptions sometimes going off-screen. If I move my mouse toward the description UI to read the missing part, I lose focus on the relic.

Definitely a good prototype. I’d love to play again when more mechanics and systems are introduced.

The game is easy to pick up and feels good overall. The control sensitivity feels a bit too steep. Slow movement only works when the mouse is very close to the character, and it speeds up too quickly as the distance increases. This may vary by player, so adding a sensitivity setting could help.

Thanks for playing and the feedback.  We’ll work on making the character feel more natural.

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The game is very fun. I played for about half an hour last night, and then another half hour after I woke up. 

The only technical issue I encountered was during one run at around wave 7. I accidentally fell onto a platform between two large buildings, which seems to be outside the intended level area. I still had a lot of health, but there was no way to jump back to the main combat area. The only option was to die, but respawning just put me back on that same platform. I ended up stuck in an infinite death loop and had to end the run.

For someone like me who isn’t very strong at FPS games, this game feels quite difficult. I played around six runs and couldn’t get past wave 7. It feels like health is very limited. Each pickup only restores 5 HP, and sometimes I lose more health while trying to reach it than I gain from it. 

I tried different approaches to reach the boss. At first, I experimented with talents, but many individual talents feel weak before they form a synergy, and their effects are hard to notice. Since the early game is very high pressure, after a couple of runs I started skipping talents and focusing on raw stat upgrades instead and the game became easier.

However, I noticed that stat scaling seems to have diminishing returns. In one run, I was aiming to reach around 40 attack to one-shot basic enemies, but I only went up to around 36, after that each upgrade increase only 1 damage. I understand this is meant to prevent players from relying only on stat scaling instead of using skills. 

So I have a few suggestions (though it might also be a skill issue on my side, so please consider alongside other feedback):

Increase health availability. 

OR  Increasing returns/values of skills and adjust talent distribution so it’s easier to form synergies early on—for example, make core, talents more likely to appear early, and delay more situational or dependent ones.

OR   Some enemies feel too strong in early game. For example, there is one that gives shields to a group, moves fast, and has high HP.

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The early experience feels very good. The idea is very innovative!!

 The later levels feel a bit similar to me—mostly placing cubes and waiting for the right cards. The main difference seems to be just the map size or more obstacles.

I would love to see more new mechanics. Maybe you already have plans for this but haven’t implemented them yet.

One idea I can think of is having a more dynamic environment in the harder levels. For example, the map layout or environmental mechanics could change slightly each round, with enemies/magma/whatever moving along fixed paths. Players could also use blocks to stop or redirect enemies. 

" did the range feel too short? "   ->   The  horizontal range feels good to me. It’s the vertical (up down) aiming that feels a bit off. A few times I saw the arrow go through the enemy’s head but deal no damage.  

"Is it actually stopping your attack?" ->  I played again and yeah the enemies aren’t actually interrupting the charge. It’s just that they knock me out of range.

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I tried around 10 times, and my current best score is about 6:56.

I feel the core design of this game has good potential. It’s easy to imagine many future ideas based on this system.

I would prefer the shop to refresh immediately after purchasing. Sometimes I bring back more than 10 coins to the castle, but I can only upgrade two attributes that I don't want.

Upgrades that increase attack range could also be interesting. For the archer, aiming on the Y-axis feels a bit difficult.

For the melee character, charging often gets interrupted by enemies, which feels a bit frustrating.

If I can only give two suggestions, they would be:

- Showing the number and incoming directions of enemies (when they are off-screen) would help a lot, especially for solo players. Like in tower defense games, players can see incoming enemies before they appear. Right now I often don’t know which direction to go, so I just stay in the middle and wait, which makes other parts of the map feel underused. 

- Making the castle health a fixed UI element, so players can always see it and react in real time. 

Great game, thank you!