That’s awesome to hear! And wow, Legend of Legaia is a deep cut. Love that comparison. Really glad the combat and animations clicked for you.
Um abraço Fábio!!!
playturtlejuice
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Que alegria ler isso. Obrigado de verdade pelo carinho
Saber que você jogou por horas, descobriu várias combinações e ainda se divertiu com a gameplay deixa a gente com um sorrisão no rosto
E olha, se toda a indústria brasileira fizesse jogos desse nível, a gente ia jogar tudo sem parar também 😄
Valeu demais por jogar e por mandar essa mensagem. Isso dá um gás absurdo pra continuar fazendo o jogo ficar ainda melhor 💛
Thanks a lot for writing this up, really solid points.
You’re right about the difficulty curve. Enemies being mostly reactive makes hand planning very safe right now, and we’ve been talking about more disruption exactly like the examples you mentioned. Belt pressure, stance interference and passive damage are all things we want to explore more.
Map feedback is also on point. We like the freedom it gives, but it does reduce tension. Fog of war and forced encounters are ideas we’re actively discussing. Good catch on the island tile too, that’s a bug and shouldn’t happen. And yeah, empty areas need to feel more worth the detour.
Really appreciate the thoughtful feedback. This kind of stuff helps a lot.
Hey, thank you for this, really appreciate it 🙏
Super glad you enjoyed the conveyor belt and positioning systems and that the Drifter + Infuser combo worked so well for you. That kind of broken synergy is exactly the fun we want players to find.
And thanks for the heads up on the overheat bug, that def sounds wrong and super helpful to catch early. We’ll look into it.
If you’re down, come hang with us on Discord, that’s where most testing and feedback happens: https://discord.gg/bYSUpd7mwF
