I killed a ton of enemies through a few runs but got stuck in my last run as there were 4 locked doors and only 3 keys but I had a ton of fun. The game has grown quite a bit from previous demos and it is cool to see it shape up. The different abilities are cool to experiment with and upgrade in their own unique ways. The different enemies were each a good challenge and were a fair litmus test for good and bad builds which is vital to roguelikes. I do wish the fighting arena was a bit different, maybe random obstacles or walls to give it a little variety and strategy could work. Keep up the great work!
balance of skills felt a bit off. Barrier seemed really good and I wish the procedural generation made the other spells always appear a set distance away from the start. It felt like the success of a run really depended on how soon you picked up an extra spell so you could level it up earlier
boss had some cool patterns, although a highly leveled barrier made it a little too easy
Split shot seemed way more useful than the other 2 options.
I liked the balance of stats; felt like each was simple yet had a distinct purpose. While the slowing-circle-summoning enemies were annoying with unavoidable damage, I appreciated that they incentivized the player to get a value point in armor
Also, I think I saw the slowing-circle-summoning enemies have an extra hp bar on their knee or something like that
A lot of fights felt won or lost based on your build rather than your micro
I think it would be nice to have a short delay between dying and having the death prompt pop up so the player has a moment to think about what they've done.
Good demo and looking forwards to seeing more weapon/enemy/upgrade options. Music was good.
Nice, but weirdly balanced, full of SOUL, cute art.
I'm not a big fan of the unavoidable attacks like the confusion potions and the AOE vines that get plopped on top of you. I'd just make the confusion potions smaller so they don't overlap and make walls, since I think that combination of attacks is actually really fun otherwise. Or maybe you want the confusion to happen to force the player to start dodging the pattern while walking backwards? I died the a second after I got confused so I don't even know if the controls are scrambled or just reversed
I found it to be pretty hard, lost like 4(?) runs and then gave up, since my two good runs ended to unavoidable stuff
On that note, I also don't really like how the big crabs are straight-up faster than you. I get it as a way to beat kiting, but you could do something like making them lunge when they get close enough, which can be dodged. That would at least be more interactive and not a dps-check. But maybe you want it to be a dps-check, that's totally fine too
I also had an event where the treasure chest spawned (maybe spawned early?), but another wave of enemies spawned too. I picked up the chest halfway through that wave and it just ended the event with half the enemies still alive
Its hard. Cute music, cute Cat, nice. Ugrades seemd a lot more varied then last Time, but don't seem to improve all that much, Battles get harder way faster then upgrades improve you.
Maybe I'm just bad at this tho. Didn't really find any bugs for the Time I played.
Lots of improvements compared to previous demo day's version. Managed to beat it from the second try, likes how it turned into a bullet hell, but boss's confusion potions were bullshit, there's no way to evade them if you want to avoid getting hit by her other attacks.
Also, on second try the level generation didn't make a lot of sense. On my first try, the keys were hidden behind enemy encounters, and doors were blocking path to upgrades, whereas on the second try keys just spawned next to me, and doors sometimes led to nowhere.
I found the lifesteal and barrier to be the most useful upgrades, you're basically immortal and leave the encounter with more health than you had before. Speed upgrade was also very noticeable. What other stats do, wasn't clear.
Made it to the end, I think I killed the final boss in two hits, not sure if that was a bug, or as intended as I was becoming pretty powerful (it was more tigerlike magic than catlike magic at that point, really), but I'll take it. Lost often enough to her before.
Loved the sense of progression in this, the different ways you could choose to upgrade. The five-way scatter shot upgrade was the best one, I think that was the game maker for my victory.
Absolutely loved the music in this, every track is a banger. Could listen to the battle tracks forever, they are the best. Real amazing stuff.
Autofire and bullet hell is a great gameplay combination. Thinking about it, most of those "grounded" movement type bullet dodge games have you still aim at the enemies at all times, auto-aim and just switching enemies makes it a nicer experience and lets you add more aggressive patterns. That was a great idea.
Solid formula. Liked the music. Aesthetic is nice but probably needs some animation to go with it. Purple laser elf lady seems to just run the nearest corner and wait.
Comments
I killed a ton of enemies through a few runs but got stuck in my last run as there were 4 locked doors and only 3 keys but I had a ton of fun. The game has grown quite a bit from previous demos and it is cool to see it shape up. The different abilities are cool to experiment with and upgrade in their own unique ways. The different enemies were each a good challenge and were a fair litmus test for good and bad builds which is vital to roguelikes. I do wish the fighting arena was a bit different, maybe random obstacles or walls to give it a little variety and strategy could work. Keep up the great work!
oh woops there must be a bug in the key generation thing, thank you a lot for testing!
Overall fun game.
Good demo and looking forwards to seeing more weapon/enemy/upgrade options. Music was good.
thank u a lot for playing, ill be working to fix this games balance
Nice, but weirdly balanced, full of SOUL, cute art.
I'm not a big fan of the unavoidable attacks like the confusion potions and the AOE vines that get plopped on top of you. I'd just make the confusion potions smaller so they don't overlap and make walls, since I think that combination of attacks is actually really fun otherwise. Or maybe you want the confusion to happen to force the player to start dodging the pattern while walking backwards? I died the a second after I got confused so I don't even know if the controls are scrambled or just reversed
I found it to be pretty hard, lost like 4(?) runs and then gave up, since my two good runs ended to unavoidable stuff
On that note, I also don't really like how the big crabs are straight-up faster than you. I get it as a way to beat kiting, but you could do something like making them lunge when they get close enough, which can be dodged. That would at least be more interactive and not a dps-check. But maybe you want it to be a dps-check, that's totally fine too
I also had an event where the treasure chest spawned (maybe spawned early?), but another wave of enemies spawned too. I picked up the chest halfway through that wave and it just ended the event with half the enemies still alive
thanks a lot for playing, ill b working to make those attacks fairer to the player
Its hard. Cute music, cute Cat, nice. Ugrades seemd a lot more varied then last Time, but don't seem to improve all that much, Battles get harder way faster then upgrades improve you.
Maybe I'm just bad at this tho. Didn't really find any bugs for the Time I played.
thanks a lot for testing, this first level is too hard for sure, ill be making it easier to navigate and get stronger
Nice I had fun. Being able to menu with the keyboard would add a lot.
thank u for testing
Lots of improvements compared to previous demo day's version. Managed to beat it from the second try, likes how it turned into a bullet hell, but boss's confusion potions were bullshit, there's no way to evade them if you want to avoid getting hit by her other attacks.
Also, on second try the level generation didn't make a lot of sense. On my first try, the keys were hidden behind enemy encounters, and doors were blocking path to upgrades, whereas on the second try keys just spawned next to me, and doors sometimes led to nowhere.
I found the lifesteal and barrier to be the most useful upgrades, you're basically immortal and leave the encounter with more health than you had before. Speed upgrade was also very noticeable. What other stats do, wasn't clear.
Anyway, I liked it, keep up the good work.
thank u a lot for playing , ill probably redo the confusion thing that shit gets you killed way too fast
Made it to the end, I think I killed the final boss in two hits, not sure if that was a bug, or as intended as I was becoming pretty powerful (it was more tigerlike magic than catlike magic at that point, really), but I'll take it. Lost often enough to her before.
Loved the sense of progression in this, the different ways you could choose to upgrade. The five-way scatter shot upgrade was the best one, I think that was the game maker for my victory.
Absolutely loved the music in this, every track is a banger. Could listen to the battle tracks forever, they are the best. Real amazing stuff.
Autofire and bullet hell is a great gameplay combination. Thinking about it, most of those "grounded" movement type bullet dodge games have you still aim at the enemies at all times, auto-aim and just switching enemies makes it a nicer experience and lets you add more aggressive patterns. That was a great idea.
thank u a lot for playing, no idea how u got so powerful but hopefully that didnt trivialize the game too much
Solid formula. Liked the music. Aesthetic is nice but probably needs some animation to go with it. Purple laser elf lady seems to just run the nearest corner and wait.
thank u for playing my game!
i should probably add some different movement for enemies that just run away