Very fun roguelike, I enjoy the aesthetics of the Flesh a lot, I think it's a cool setting for a shooter. Aesthetics of the opening cutscene were super cool as well.
Luckily, I already had the version with the nerfed lava, it still killed me most, followed by the goblins that shoot in a half-circle starting with danger level 8. When you get the right upgrades it's amazing how powerful you start to feel, by far the most powerful one is the one that adds attack power right now. Would be cool if the other abilities could be further improved to also give that same feeling of superpoweredness, I think. Or I suppose since this one is already released, it might help with your next project of a similar type. Either way, great job!
Interesting game, I had fun. Here are my comments:
lava being an insta-kill feels a bit cheap with the character being as fast as he is
I think I got the items figured out. Sword, Heart and shield are obvious but it seems hourglass is move speed and gun(?) is fire rate? It was a bit hard to tell the difference before and after so I wasn't quite sure. Also if the gun is actually a gun it's kinda hard to tell.
Is there any compelling reason to pick one room over the other? the rooms all seem to be randomly generated on entry so it's not like I can create a mental map of the are in my head.
Lava seems like it's not everyone's favorite and I probably should nerf it. Hourglass is fire rate and the rabbit is max speed. I starting to think of making a tutorial type thing to explain the powerups. Once you beat the area's boss after Danger level 10, the floor rooms do matter since you have to retrace your steps under a time limit, also picking the same room as an increased chance of having traps instead of powerups, but it's a very small difference.
I was surprised since I expected you to make mainly tactical games. It's also a bit sad to realize that the previous one could be just another throw away project.
Since the game is already released I'm not sure if this feedback makes sense but here I go.
The intro text is barely readable.
Dying instantly from walking into lava sucks since the movement is rather quick so it's easy to make a mistake.
I have no idea what the items I collect even do. Each time I go between rooms they generate new enemies. This together with enemies scaling with encounters results in picking rooms being nearly pointless except for being able to select 2 rooms with less lava spots that you can go between. You could as well just force player down a linear selection of rooms and it would be better. There's 0 agency regardless except for combat.
The danger level and total points counters get in the way by covering the screen space, why not place it in the top right?
There is agency once you beat the boss of the demo which scales depending on the path you went from the original spawn point room, but you have to get to danger level 11 to see it after the area boss. Thank you for the feedback. I want to know the best ways to figure out how to improve it since this was a pretty quick project and I probably missed some stuff which is why I submitted the demo. I'll take what you said into consideration.
Comments
Very fun roguelike, I enjoy the aesthetics of the Flesh a lot, I think it's a cool setting for a shooter. Aesthetics of the opening cutscene were super cool as well.
Luckily, I already had the version with the nerfed lava, it still killed me most, followed by the goblins that shoot in a half-circle starting with danger level 8.
When you get the right upgrades it's amazing how powerful you start to feel, by far the most powerful one is the one that adds attack power right now. Would be cool if the other abilities could be further improved to also give that same feeling of superpoweredness, I think. Or I suppose since this one is already released, it might help with your next project of a similar type. Either way, great job!
Trying to balance the upgrades was tough, since making certain ones too OP made the game extremely easy. Thanks for the feedback.
Updated the game to nerf lava, added a tutorial for what upgrades do, and moved some text around.
Interesting game, I had fun. Here are my comments:
Lava seems like it's not everyone's favorite and I probably should nerf it. Hourglass is fire rate and the rabbit is max speed. I starting to think of making a tutorial type thing to explain the powerups. Once you beat the area's boss after Danger level 10, the floor rooms do matter since you have to retrace your steps under a time limit, also picking the same room as an increased chance of having traps instead of powerups, but it's a very small difference.
I was surprised since I expected you to make mainly tactical games. It's also a bit sad to realize that the previous one could be just another throw away project.
Since the game is already released I'm not sure if this feedback makes sense but here I go.
The intro text is barely readable.
Dying instantly from walking into lava sucks since the movement is rather quick so it's easy to make a mistake.
I have no idea what the items I collect even do. Each time I go between rooms they generate new enemies. This together with enemies scaling with encounters results in picking rooms being nearly pointless except for being able to select 2 rooms with less lava spots that you can go between. You could as well just force player down a linear selection of rooms and it would be better. There's 0 agency regardless except for combat.
The danger level and total points counters get in the way by covering the screen space, why not place it in the top right?
I finished and released the previous project on Steam, mainly when I submitted it, it was near the end of it's development.
https://store.steampowered.com/app/2432630/Mythical_Agent/
There is agency once you beat the boss of the demo which scales depending on the path you went from the original spawn point room, but you have to get to danger level 11 to see it after the area boss. Thank you for the feedback. I want to know the best ways to figure out how to improve it since this was a pretty quick project and I probably missed some stuff which is why I submitted the demo. I'll take what you said into consideration.