pls have some boss as goofy as onikage from tenchu at some point
xChimp
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It's pretty fun, but I can't see myself playing it for too long without having more options than just shoot or grenade, because it felt like I'm just running around trying to extend my run while spamming left click on whatever comes to me. Maybe you want to keep it simple, but personally I would like for there to be more options both in movement and combat. I would love to be able to rocket jump, bhop etc. while doing all of this. Having some special secondary fire for guns?
I also thought that the deagles take up just a bit too much of the screen space and it would be cool to give them some cool animations similar to how you can spin your gun around in Ultrakill.
That's just the things I like in games though. Nothing wrong with the way it is right now.
Thanks for the great feedback and for posting a video
Elemental reactions trigger when you use 2 different element attacks. So for example if you hit an enemy with water which has electric applied, you would do a shock reaction. The element icon you see is the element currently applied and from that you can trigger it with whichever other ability. If you see some additional vfx happen after your attack, it was probably a reaction.
I will make it so you can hold LMB to shoot and see how that feels but I'm not sure about forcing them to auto fire all the time just because sometimes I don't want to apply wind from the ranged basics. Idk will try stuff out.
Generally spells have short cooldowns, because I think it can be quite fun when you chain them together with the empowered versions by using mana while you also have reactions triggering and the autos are more just there for when everything is on cooldown. The game is most fun when you're parrying all the time (and the timing is pretty generous i would say) and you use all those mechanics which are not explained at all :D.
More than anything it seems I need a tutorial, to nudge the player to play in the most fun way and just have it overall not be confusing.
Thank you!
- You can change the control preset through Settings > Controls in a dropdown on the right side.
- Overall the levels in the first region need improvement. Besides that level with the steam, cogwheels etc. which i think came out pretty nice and thanks for telling me about the spawn points.
- The boss is kinda BS tbh, mostly because it's still a bit buggy. Sometimes the attacks will get canceled by another attack immediately and there's one attack which needs more windup on the animation.
Could be just me being a lot more used to mouse movement, because i didn't have the option to go into WASD for a long time, but i like it more, because if you use all the buttons there's just a bit too many keys i think for keyboard movement to be more comfortable and its imo more precise to move around while doing everything. You will often want to be holding down shift to use the empowered versions of spells if you have enough mana and also for finisher attacks and then i also have keys bound to parry, ultimate and a stance switch from ranged to melee, so yeah just too many keys to where you might have to octopus grip or some shit for WASD. Understandable if you didn't do anything of the stuff I said, because there's no tutorial and i just have some short texts about them in Settings > Guides. Since you all prefer WASD, I'll test playing with that option more and make sure everything works fine.
Cool game and has potential for sure. I just felt like the player should have more options, especially at the start. I had like 4-5 cards which cycled but they were all close-ranged besides teleporting or atomize, so I may just not know everything which is possible, but at the start it felt a bit unfair having only close range spells while that flower is damaging me across the screen and i see the conveniently placed barrels but i didn't know what to do with them besides getting close and using my short range damage card. Also, I would like Energy Burst to have more knockback.
There was a level where i was fighting 4-5 shroom dudes camping a ledge, but the knockback just felt too unimpactful, unless they were right on the edge. Maybe also have push do more knockback, since that's all it does (I think). I also thought they and enemies overall have too much HP and that pushing them off a high platform shouldve done more damage but it was like 8 damage while they had around 40 hp iirc.
I know it's a big decision to make and the game would have to be rebalanced, but maybe have more than 2 energy per turn? Comparing to slay the spire, you can do so much in one turn in that game, while here I felt like my options weren't strong enough for how strong the enemies were.
Maaybe have some kind of variety at the start of runs like giving you one extra random card or a random card from your previous run.
Anyway, game was mostly pretty fun and there's always small changes you can do which have a big impact. At times it felt like clearing a DnD dungeon which was very nice.
Hey, thanks for playing
I'll do something about the F prompt to make it clear and I like the idea of making it more visible when youre parrying. Currently it just plays the parry animation and thats it.
As for enemies teleporting around, thats probably from that one enemy which I wanted to have a teleport attack but it still feels bad tbf.
Not sure what you mean with dashing feeling unimpactful. It just gives you invul frames and you dash wherever. Like you don't need to because you can just do circles around everything?
Thanks for playing
The basic attacks automatically aim at the enemy and the hitbox of the spells I think is generous, so you don't have to aim them all that well, but when you start using more of the mechanics, you use more of the keys on the keyboard, so at that point MOBA controls work better imo, but anyway.
My bad for not having a tutorial, but it was sad to see you not use any of the mechanics xd. Like all the abilities have enhanced versions if you press shift + ability key by consuming 25% mana, parrying, and you can execute low hp enemies when the shift + lmb prompt shows up by pressing that.
I'll make it more clear you need to go over to the portal and press F to start, instead of just showing the letter F.
Not sure what you mean about it being hard to see where is walkable. In some areas, I agree the contrast between player and background should be better and there may be ways to go out of bounds i havent fixed.
You're right about the earth spells and I'll make them a different color.
Spells need more variety and for there to be more of them for sure, but they all have different effects when using the enhanced with mana version (besides the 3 point and click spells which i copy pasted for now)
