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Zavarski

4
Posts
A member registered Apr 13, 2023

Recent community posts

A garbage truck is a heavy transport, yet a simple car can push it around without any problem. I personally find it weird and think small cars shouldn't push the truck around with ease.

Sometimes the Sir Sword will drag your maces, causing them to be unavailable, or enemies, causing more possibilities of taking damage. If possible, the sword should just have the damage hitbox instead of collision hitbox, so that you don't cause any troubles to yourself like that.

I found a bug: if you don't press the W button at all, no matter if you die or stay alive, the game still will count the challenge of "not moving forward for 3 minutes".

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If we wanna talk big changes for the game, then the upgrading needs a rework with each category taking its own slot (maybe as exceptions combine weapon upgrades and weapons into one and make curse upgrades either appear for every X level or randomly replace one of the upgrades).

I'm not a game developer nor a game designer nor a guy with a viable enough mindset to listen to, but I've at least tried my best

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Instead of upgrades, healing should be a pick-up that, with a moderate chance, can drop from enemies (for example, regular cars drop health with 20%, trucks drop it with 40%, taxis with 10% etc.). This is suggested simply because you sometimes can upgrade very slowly/get unlucky and not get any healing upgrades, take a lot of damage and eventually die which doesn't seem that much fair.

Speaking of "taxis". Every single car that's not yours and not a garbage truck looks identical with just a color variation. This makes a "Cursed Swarm" upgrade a little vague: What exactly is identified as taxi?

(3 edits)

Alrighty, here come some reasonable suggestions:

An ability to skip/reroll the upgrades. I've tried to go for a "Level 10 without picking up weapons" challenge and the game bricked me with a level up with all options being weapons.

Maybe an ability to choose a starting weapon? If it's a "Vampire Survivors but with cars", the builds are very important, and what's the biggest contribution to the build if not your weapon?

It seems that your car, after hitting an enemy car, gets immunity frames. It would be more readable if they were shown with a car model "blinking"/flashing/pulsating/whatever is the word, you get the idea. Also, it looks like you can hit two cars in a row which is... cheesy?

Speaking of hitting cars, whenever you hit an enemy car, it, for some reason, destroys, yet your car just takes damage. I think it would be more engaging for your car to also deal retaliatory damage to cars and not just straight up pop them out of existence, as it would make people think about tank builds where you're not just a shell carrying weapons but also a weapon yourself. Not only that, but it also would make your efforts of killing a single enemy not flush away just because you hit that enemy and it didn't drop any sweet gold.

There's a curse that gives a chance for a giant variant of enemy to spawn. It, of course, has a downside of enemy having more HP... but dropping the same amount of gold which is a bit unrewarding. Making them drop a slight bit more gold would make them a high risk high reward enemies.

It would be a good quality of life change to see what curses you've picked up. Just a small thought.


If anything - I'll add more in the replies