How curious, I also had problems listening to my own game's music after posting it on itch.io, I had to change browsers to check if everything was ok
Zero Scale
Creator of
Recent community posts
The game is not the genre I would normally play, but as I have read some webtoons about exploring towers and dungeons, I think I would give it a chance if it was a well-made commercial game, what I would do differently would have been to spend more time implementing a second or third class instead of buffs and debuffs, it is not known whether the player will play one or several attempts, so it is always good to give them a little initial control as you can see in roguelikes.
If there was a Trapmaster who places traps to trap enemies so the player can focus on collecting resources or a necromancer who revives the dead body and tells it to go to the elevator, taking all the food at once instead of harvesting with the knife, I would probably play with them, I like these characters with great gains in one thing and weak in the rest.
Turns are out of the concept for this game, but it would be really ideal to have more forms of defense like full block and dodge, I just couldn't think of how to implement this in time — high art skill, low coding skill — I even made the octopus easier in the last patch by cutting half his health. I wanted players to find a way by experimenting with different skill combinations, in his case, you need the fastest skills since although he has less health than the turtle kaiju and has weaker individual hits than the other both, he still has the highest damage per second. Thanks for the feedback!
I lost it as soon as I unlocked the infernocore, standing on the star while in slow motion is a type of exploit, it's easier to see where the enemies are coming from, but if you think about removing this, add a card that makes the enemies slower Instead of just having a card to make the player faster, it benefits play styles like this where you stay in a single point but the hit rate is higher.

