Cute art and music all around. I like the concept/setting, too. It's very unique. The gameplay loop is really fun. I wound up accidentally wasting some MP and dying for my first run while I was figuring out the controls, since I'm a brainlet. I beat the boss on my 2nd run, and I can't wait to see more.
Fun game, played it and killed the boss on the first try. Obviously needs more content, but what is in there works, I didn't encounter any bugs.
I originally had a complaint about not being able to skip turns, but apparently that is possible. So you just need to make the controls more obvious. I'm also not fond of auto-talking to NPCs if you face them instead of having an interact button.
Really cute game, sp thing could be reworked, spells like explosion need to be area of effect imo and you definitely need more spells or buffs or fire/poison/ice lingering on a grid and whatnot. It could be a good cross between roguelike and turn base tactics.
Very cool roguelike game, had a hard time at the beggining not knowing how it controls, but after a while it felt fine. One thing about the controls is that I don't like having to press ESC to cancel a skill, but maybe that's because I'm used to right click for that in my game. ^^u
Another minor complaint is that there's times when you can't click to move to the next room and have to use the arrow keys. Or that was my impression at least.
But yeah, aside from all that I had fun. Music is nice, animations are well done and I like the overall vibe of the game. The "resource management" aspect between MP and SP is fun too and it makes the game feel like a puzzle game of sorts at times.
So yeah, had a good time with your demo. Keep it up!
Thanks for playing! Right click to cancel a spell is a good idea; after playing your game I noticed some other roguelikes do it that way too. For moving to the next room with the mouse, the pathfinding algorithm is only coded to handle 1 room at a time right now, so I might have to refactor it so you can go across rooms, but I'll see what I can do. Anyways glad you enjoyed the game!
you should put the controls in the game somewhere (the only button i had to mash keys for was the wait key, but still)
i'm not sure what triggers bonus SP, but seeing how vital it is i'd like it made apparent
i wanted it to play a sound when i gained SP and a different sound when i gained more than 1
also i'm pretty sure i gained ~3 SP at some point without getting the SP bonus?
the equipment system doesn't particularly go anywhere (obviously, you'd need to implement shops or other systems for making use of otherwise useless equips) and there are no consumables, so it would be nice if it dropped some niche consumables (restore a small amount of health, increase defense, etc.) instead of more un-upgraded equips that i start with
i think the HUD would look better in mystery dungeon style, look up a screenshot of a shiren the wanderer game if you don't know what i mean. i don't know where you would place the clickable spells in that case, though
i wish it could be played with keyboard/controller only
i don't really like the sp to mp to spells system, but maybe it's the spells themselves that aren't that engaging to me
it's your design choice and a minor nitpick from me but i don't like being trapped in a room until you defeat all the enemies. changing that opens up a whole can of worms, though
overall i think it's a solid foundation for a roguelike. i know how hard it can be to get stats, level up pacing, etc. to feel fun and that's the part i enjoyed
i like to imagine that this would turn into a game where you visit various dungeons as missions and get to decide and upgrade your equipment and spells in between. i'm curious what your inspiration for this style of roguelike was
Bonus SP is just a random chance whenever you kill an enemy. I might make it increasable via equipment. Having a sound for SP bonus is a good idea
The equipment is kind of limited right now, there will be more variety in the full game.
The UI needs a massive overhaul, I can experiment with a Shiren-style layout
Will add more keyboard/controller support in the future
One of the games I was inspired by is this an indie game called Aldarix the Battlemage. I wanted to make a roguelike focusing more on tactical combat instead of inventory management and sneaking past/avoiding certain enemies. Also wanted to try a game with roguelike gameplay but an actual story.
Comments
Cute art and music all around. I like the concept/setting, too. It's very unique. The gameplay loop is really fun. I wound up accidentally wasting some MP and dying for my first run while I was figuring out the controls, since I'm a brainlet. I beat the boss on my 2nd run, and I can't wait to see more.
Thank you!
I wasn't able to defeat the final boss, but I like the concept very much!
Looking forward for more complex usage of terrain & props to cast spells. Very refreshing game.
Thanks!
Fun game, played it and killed the boss on the first try. Obviously needs more content, but what is in there works, I didn't encounter any bugs.
I originally had a complaint about not being able to skip turns, but apparently that is possible. So you just need to make the controls more obvious. I'm also not fond of auto-talking to NPCs if you face them instead of having an interact button.
Keep up the good work!
Thanks fellow magical girl dev. Most people didn't beat the boss on the first try, impressive!
Really cute game, sp thing could be reworked, spells like explosion need to be area of effect imo and you definitely need more spells or buffs or fire/poison/ice lingering on a grid and whatnot. It could be a good cross between roguelike and turn base tactics.
Thanks! The late game spells will definitely have stuff like AOE and buffs/debuffs and other crazy effects.
Very cool roguelike game, had a hard time at the beggining not knowing how it controls, but after a while it felt fine. One thing about the controls is that I don't like having to press ESC to cancel a skill, but maybe that's because I'm used to right click for that in my game. ^^u
Another minor complaint is that there's times when you can't click to move to the next room and have to use the arrow keys. Or that was my impression at least.
But yeah, aside from all that I had fun. Music is nice, animations are well done and I like the overall vibe of the game. The "resource management" aspect between MP and SP is fun too and it makes the game feel like a puzzle game of sorts at times.
So yeah, had a good time with your demo. Keep it up!
Thanks for playing! Right click to cancel a spell is a good idea; after playing your game I noticed some other roguelikes do it that way too. For moving to the next room with the mouse, the pathfinding algorithm is only coded to handle 1 room at a time right now, so I might have to refactor it so you can go across rooms, but I'll see what I can do. Anyways glad you enjoyed the game!
overall i think it's a solid foundation for a roguelike. i know how hard it can be to get stats, level up pacing, etc. to feel fun and that's the part i enjoyed
i like to imagine that this would turn into a game where you visit various dungeons as missions and get to decide and upgrade your equipment and spells in between. i'm curious what your inspiration for this style of roguelike was
Thanks for your feedback!
One of the games I was inspired by is this an indie game called Aldarix the Battlemage. I wanted to make a roguelike focusing more on tactical combat instead of inventory management and sneaking past/avoiding certain enemies. Also wanted to try a game with roguelike gameplay but an actual story.