Thank you a lot for playing and all of the feedback! It super helpful.
Let me answer your points:
1. I totally agree. I need to revisit the font choice to something more suitable. I honestly chose it months ago and didn't bother with it too much :D
2. Fair point on more feedback. I just added more to shooting, but traversal is as important to my game as shooting. I will add more fluff here and there.
3. That's sadly a bug. The Gamepad glyphs should show up and even adjust to xbox/playstation/steamdeck, but I must have messed something up. And the reason why interact is Y and not A is that A is used for jumping. I was thinking to merge those and prioritize interaction over jump, but it felt weird when suddenly my character was "locked" to the ground when near interactables so I decided to add a dedicated button.
And I will definitely check out your Tetromino Runner soon!
Thanks again for feecback!
Wulo
Creator of
Recent community posts
Thank you so much for playing and for such a detailed feedback! I'm really glad you had a chance to play it fresh without any knowledge before, because this gives me the best insight into first time player experience. Let me comment a bit on your feedback.
1. Control of the gun. This is so far the most room splitting feature. My idea for the game is to make the player position around the enemies, rather than aim at them. This is done so the main focus is on platforming and not "twin-stick shooting". I am sure it takes some time to get used to.
2. Size of obstacles and tight gaps. Definitely agree. I am changing the level design right now. It's a developers being the playtester kind of issue, where all levels were super easy for me :D
3. This is also something I do not really know what to do about. Currently the i-frames are set to about half a second which is already long, but the issue mostly comes from not enough manoeuvrability to get away from the danger. I will come back to this and think of some solutions.
Again, thanks a lot for playing and leaving feedback! If you could send me the link to your YT channel that would be great!
Wow, thank you so much for this detailed feedback!
Let me reply to all points:
1. Amazing idea. I will write it down and add more Hints.
2. I wanted it to be like a risk-reward mechanic. You can quickly follow the dynamite with a gun shot and make it explode faster. This is a more advanced mechanic, but make it much easier to time to dynamite explosion.
3. Right now it's only for Leaderboards. I didn't want to give resources for it, because some players who would be not interested in speedruning would not be able to obtain them. In the future version the ranks will be used to unlock Special Helmets, and of course in-game achievements.
4. Quests. You are definitely right. And I love the idea of Quests giving fewer resources than levels. Right now quests feel a bit like a chore, because you can unlock plenty of upgrades with them. Most of upgrades should come from levels, and quests just give few bonus resources to unlock them 25-50% faster.
And I also agree about Quests difficulty. I plan to add more new quests. Like a Bat is spawned randomly above you every 2 seconds and other crazy ideas.
Since you played few quests already, could you share if there were any that you found more fun and more boring? If you have any ideas for other twists on levels with quests I would be happy to consider adding them as well.
Thank you a lot for playing and sharing feedback! I am currently working on a lower fidelity mode for browsers, few people already shared the laggy feeling in the browser.
And I am glad that you made it to level 8! That is a real difficulty spike and only about 10% of players ever make it through so it's a tough one. I will be sure to watch your VOD in a moment!
Amazing game! Really loved the combination of combining the two game modes of explore/fight and tower defense.
Pros:
1. Amazing and addicting gameplay,
2. Beautiful art, some enemies feel like brothers and sisters of Hollow Knight,
3. I love the freedom of re-planning your base and choose exploration direction.
4. Great VFX, those portals look amazing.
Cons:
1. Each encounter felt more or less the same.
2. Some Upgrades did not feel exciting (+3% something, etc.). Probably this works in excell, but is not that rewarding in terms of player experience.
Amazing game! Really loved the combination of combining the two game modes of explore/fight and tower defense.
Pros:
1. Amazing and addicting gameplay,
2. Beautiful art, some enemies feel like brothers and sisters of Hollow Knight,
3. I love the freedom of re-planning your base and choose exploration direction.
4. Great VFX, those portals look amazing.
Cons:
1. Each encounter felt more or less the same.
2. Some Upgrades did not feel exciting (+3% something, etc.). Probably this works in excell, but is not that rewarding in terms of player experience.
A really cool game!
Pros:
1. It feels nice to slowly unpack (or pack in this case) the puzzle behind each level,
2. Once you understand the rules behind cats you really feel clevel,
3. Cute art.
Cons:
1. Cats could "hint" their behaviour more with how they look.
2. It felt weird that in the second level I had to "waste" the first cat. Looks like it's not always a box for everyone ;(
3. I would love to get some "hint" while hovering over a cat. Maybe after winning the introductory level with that cat, their behavior could be displayed in a hint. It's hard to keep track of all behaviours and solve the puzzle at the same time.
Thank you a lot for so much feedback! This really helps a lot.
I definitely agree about the grades in tutorial levels. I got used to playing those levels so much that it is getting exponentially harder to estimate what a proper rank time should be. Lucky I recently introduced leaderboards so I can use some real players times to see what ranks to use.
And about attack animations of enemies I plan to have more variety of enemies in later zones with unique attack patters. In the first zone I kind of have simple "move towards" type of enemies for players to learn positioning around them as much as possible.
I will go check out your game now!
Really cool and cozy puzzle game!
Pros:
1. Beautiful Art and mesmerizing animations,
2. Cozy music that fits the theme,
3. Simple and easy to understand gameplay,
4. Good onboarding.
Cons:
1. After playing for a while I felt the animations as slow, making me wait for every action,
2. I would love some more depth and more mechanics.
It makes me really happy that you managed to stick with my game even if it wasn't your type and managed to pull it off to finish Level! Congratulations!
You can also use the spacebar to jump. It's a hard-coded secondary key which should make your experience a bit better better. I am working on key rebinding right now, which is always a bit of annoying work to do in Unity.
I totally did not know about any custom webgl template! I will check it out right now! Thank you for this recommendation!
🛠️ Dwarf Legacy - Demo Out Now!
Climb, Dodge, Fight and Conquer!
The Dwarf Legacy Demo is here, and ready to test your reflexes!
👉https://wulo.itch.io/dwarf-legacy
🦇 About the Game
Dwarf Legacy is a bullet hell precision platformer where every step counts and every mistake could be your last. You are a lone dwarf on a perilous quest to reach the summit of The Mountainhome, an ancient stronghold buried in myth, mystery, and mechanized traps.
Navigate deadly arenas, outmaneuver relentless monsters, and unlock powerful perks to survive the climb. This isn’t just a test of skill, it’s a legacy forged in fire.
🧱 Demo Features
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🔟 10 hand-crafted levels designed to challenge and surprise,
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🛡️ 23 unique perks to customize your playstyle,
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🎯 28 Optional challenges for the bravest Dwarves.
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🌐 Playable in your browser, no download needed!
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💻 Native support for Windows and Linux.
🎮 Playable with a keyboard, or game controller.
📈 Your Goal
Ascend to the top of The Mountainhome.
Every level is a step closer. But with traps and bullet hell chaos, only the most determined will make it.
Play now, leave feedback, and help shape the future of Dwarf Legacy!
Your journey begins at the foot of the mountain. How far will you get?
🎮 Gameplay
📷 Screenshots



Thank you for playing!
I know exactly which jump do you mean. There is a pretty problematic spike on the right side of the cave. I plan to rebalance this level soon.
I am currently working on adding key remapping settings so all will be able to change to what they prefer.
And thank you for the kind words!