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Vlad Călin

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A member registered Nov 29, 2018 · View creator page →

Creator of

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Hi, the game concept itself it intriguing and with the right gameplay tweaks I think it has very good chances to be a hit. I played maybe like 30 minutes, here’s my feedback:

  1. I feel like early in the game, the balls are absolutely useless as their impact is VEEEEEERY reduced. Maybe like 20 damage every now and then, but overall, it doesn’t make sense to invest in balls early on instead of the click power. The size increases are pretty underwhelming too. I am thinking that making the balls more meaningful early on would actually have the player make some proper choices, but as it is right now, the only choice seems to be to just spend all the money on click power increases.

  2. There is no constraint on how long I can drag the round, except the carpal syndrome in my hand from all the clicking. I think there needs to be real consequences for the player to drag it, maybe in the form of time limiting (and getting some bonus time when you finish the round) or have the enemies do something (damage you every once in a while).

I think these two things are the biggest flaws, and it is usually a good rule of thumb to always put the player in the position to have like 2-3 choices and neither one of them to be the right one (to have advantages and disadvantages).

Good luck with it! I’ll keep an eye on it.

On it! Thank you for reporting!

Hi! thank you for trying out my game. Indeed it is still a work in progress, as I am currently reworking how some things work and balancing. I will post some updates but I am still a few months away from getting to a more polished state. I got some more feedback from other players, and I am using everything I get to improve it.

In the next version, I am removing the other classes and only focusing on the Fighter one. My vision for the classes is that each class will have their own set of skills and different play styles.

I will also remove the “Blacksmith” upgrade and I’ll put more granular unlockable, maybe in a skill-tree or something similar, through which players will be able to unlock different parts of the game (ex. unlock a new type of action such as “Blacksmith” which will upgrade or combine weapons, encounter a unicorn which has a chance of giving a certain item, unlock the “dark guild” which will add new encounters, unlock classes etc).

I am also working on scaling enemies as you progress, to raise the stakes and prevent the “stomping” you described.

I am also thinking about reworking the overall game progression, as I tried to get to a more stable formula for gaining Quest XP, but it either gives a LOT when you complete the run, or gives a little when you “die normally”. Instead, I think I will introduce a new type of currency that will be gained during the run (which for ex. can be dropped by some enemies, be gained from treasure chests or from specific encounters).

Again, thank you for your feedback, it is very valuable for the direction of the game. If you have any other ideas or suggestions, just let me know :D