Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Healed To DeathView game page

Healer Rogue-Like RPG
Submitted by Branno — 2 days, 23 hours before the deadline
Add to collection

Play game

Healed To Death's itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

i really think that being able to sprint should be a mechanic from the beginning rather than a temporary power up.

also, the walls really need some torches and decorations, but i imagine you were already planning those

i like the town.

Submitted

Played for roughly 1.5h.

The UI in the Main Menu looks like and probably is a Placeholder, but it does give me the feeling of these older more barebones MMOs, which is probably what you're aiming for, so you're on the right Track I think. Still, needs more work.

When first opening the Spellbook, it said some dummy spelltext until I hovered over a Spell. 

Your Tutorial Objective Text doesn't update to new Keybinds.

You probably want to have the ingame UI look like in an MMO aswell, to me personally the orbs both on the left, feel odd, the Party Formation could probably be in a Menu somewhere, I don't know if I'll need that actively during Battle, and the right-side Icons could be above the Level Bar I think. But that's probably personal Preference.

Level up breaking the Combat feels odd. Consider just leveling up and getting new Abilities on a Class Trainer in between, or a popup/glow on your Skillbook that you have new Abilities, instead of freezing the Screen and putting your Choice into the middle of it.

Predictive Precast is missing a word I think. It says increases the chance of Big Heal..., but not what Chance. I'm assuming Crit.

It would be nice to see some Stats for Characters, who pulled how much Aggro, who did how much Damage and so on, so you can decide on your Equipment selection better.

It would also be really nice to have some slightly randomized Personality to them. Have them not always stand in a perfect Grid when fighting/moving, but move on their own a bit, move out of AoE, line up their own Abilities or whatever, some chat bubbles of stupid Stuff Players usually say ocassionally, some light "fighting" for Loot they don't need or Stuff like that. Lean more into the fake-MMO Idea of it I think.

I can't cancel spells with rightclick when selected? Like Circle of Healing i.e. Also feels odd that the base heal can be cast while moving on default, that seems like a powerful Ability for an extra Heal or an upgrade/talent, not for the base Spell.

Hovering over an NPC Spell in the Spells list when equipping doesn't tell me what the spell does.

Shop needs a Shopkeeper. Also would be nice if its a safe space behind a Door, so you're not getting attacked while in it, and NPCs can move around a bit, chat up, relax themselves etc.

Your Tracking seems inverted, it took me a while to figure out that dark means selected. Maybe just show the tracked Target on the Map aswell. Or just straight up put a Minimap in.

Entering a new Level apparently resets the Formation of my Party.

You know that the Graphics, the Town and all that need some Overhaul. Would be really nice to be able to walk around in Town tho, instead of an overworld selection like that. Travel between Vendors to buy stuff ahead of a Dungeon run for preparation, get some Quests, recruit new Partymembers there, Stuff like that.

The Idea to upgrade the Hub Town to bring Permanent Upgrades into the Roguelite works well, I could totally see that as proper Quests in a in-Character exploration Town aswell.

It would be really nice to have some different Personality to the Characters. Not have every Warlock be the same, but give them a bit different starting equipment, spells, stats, a Name, some Quirks on how they cast/act etc. Maybe one just spams the same Spells constantly, while another one tries to preserve cooldowns, Mana and whatnot a lot more? Would make them feel a lot more alive I think.

Also I'd probably prefer it if you'd select your Healer at Character Creation like in a real MMO, then stick with it for this Savegame, if you want multiple Healers to try out, just offer multiple Savegames. 

When I'm downed my last Heal still goes through. I also stayed at 100HP afterwards for whatever Reason.

It's a shame that equipment and Stuff doesn't seem to carry over between Levels.

I dislike the Timer for the sleeping Guardian a lot. It'd be ok to have it as an Event in a Dungeon on a specific Floor or something, but it adds needless Stress to an otherwise very enjoyable Game.

Spell discovery doesn't update the number of spells discovered, it always shows 10/20, and always costs 50g.

I'll play this again and try to get deeper if you remove the Crypt Guardians and the Timer.

Really Fun otherwise.

Developer

Thanks for the feedback.
I just have 1 question on It's a shame that equipment and Stuff doesn't seem to carry over between Levels.
I just want to confirm that you mean when you start a new run and not when you go down to a deeper floor during the same run.

Submitted

Yes, when I start a new Run. It stays on a new Floor, its not a Bug. I think its by Design, that I'm probably expecting this to feel more like a single-Player MMO where your Progress is mostly carried over with only small changes in the Runs themselves, while it's probably ment to mostly change on a Run per Run basis instead.

Submitted

I downloaded, i played and i liked it.

Has been a long time since i played Healed to Death, so im pretty happy about the option to turn the hover selection to click only. Theres two little things about the settings that i dont like though: just like the button to exit the game in the main menu, there is an "exit" button to go back to said main menu. At first i was anxious to click it and looked for another one because i thought it would quit the game. And the other thing is, when you are in a fight and you want to check keybinds, the white enemy labels  make the white settings tab labels harder to read. Maybe put a dark transparent background on the whole screen when in settings to get some contrast. But thats minor things.

As a fellow Godot enjoyer i recognized some issues i had myself: 

  • when being prompted for the next level, the star particles freak out. If i remember correctly, i had the same happen to me in my game and it was due to the process mode of the particles. The prompt probably pauses the game and the particles inherit the process mode from there, thats why i set my particles to "always", so they still emit when the game is paused. Its less jarring, but of course in some situations this doesnt convey the pause state very well.
  • hitting the space bar sometimes triggers "random" UI elements. Its not really random as its always the last one the player used (like the map or the inventory), but its confusing at first. I didnt find space in the keybinds, so i guess this is default Godot behavior? At least i had some issue with the focus behavior of buttons in the past and my fix was to turn them all off, so they only trigger when i hit the key i assigned to them
  • stutters, but thats something im working on too. Trying out to do threaded load requests for all kinds of things in the loading screen, instantiating and adding them to the scene and removing them again, just so they existed at one point in time before you actually encounter them. Will see in the future how smoothly that works

Speaking of loading screens, i noticed you have one when you start the actual run, but you dont have one in other scene loading situations and theres just the grey background. Also small thing, but easy to make a bit nicer to look at.

Gameplay wise i have little to complain about. The party members mindlessly walk against walls if their formation is blocked, which is the most annoying if you stand at a shop and want to look at things. Inspecting items is mostly great, however i couldnt figure out what some looted spells do until i slotted them in because they didnt have a tooltip before. The orbs are hard to read at a glance due to the waves. They have little contrast to the empty space above, so they act more like a distraction from the actual numbers which you need to rely on. Finally, i found a ring and its sound effect was pretty annoying, especially when moving it between members and hearing it more than once.

In the end of my second run i had a crash, which happened when i was finishing casting my healing circle spell with the protective circle upgrade. Sorry i dont have more information about that crash, but maybe that helps.


Despite all that i really enjoyed the game and am amazed by the progress. Its really coming together and you can already see where its going and how addicting it could be. Different healer classes also feel different. I played the templar on the second run and felt like he was more of an offensive guy which needs to look more after his resources than the chill priest man. The town building is nicely done, it felt intuitive and gives you the metaprogression feeling you need when playing such a game. Looting, equipping and managing your group is awesome, but i may be biased having build my own party system for my game.

Keep it up man, it seems pretty bug free at this point. Hope you will tackle the aesthetics of the characters and the enemy diversity soon. Looks like most of the important systems are in place and work well together. Great game!

Developer(+1)

This is really great feedback. I appreciate it a lot. I'll look into getting the things you pointed out addressed.

Submitted

There are some QOL changes that I'd like to see, largely what diablodev mentioned like cancelling spells and such. But healbotting can be quite fun especially if I can hurt enemies with it too. This could turn into a cool little game.

Developer

You can cancel spells with the escape key. I have 2 questions that stem from this.

1. Is this a good enough way if you had known the information beforehand

2. Are there any ideas you have on how to better indicate this mechanic to the players?

Submitted

oh. I mean good enough if I had known, yeah probably. But esc to me is a key that usually opens a menu or something, not a key that's used as an input. Making spells cancel by moving seems more intuitive.

Submitted

i've only tried this recently because i assumed i wouldn't be able to run it* but it's quite fun! i didn't expect being given a choice of 3 to get new skills or upgrade an existing one slightly to provide the amount of variety that it does. i got the second floor as Shaman with a great chain heal but i'll probably play more to see what other playstyles there are and see if i can beat it. i think i like the generic Healer's skills the most out of Healer, Paladin(?), and Shaman

that being said, i have some criticisms:

  • i don’t like that you can’t change targets while charging
  • i don't like that i can't cancel a cast (the kinds that don't automatically cancel when you move)
  • i hate that hovering over someone's HUD in the side menu changes my target
    • i half expect that the above designs were put in purposely to be true to an MMO that inspired the game, but i thought i'd say so anyway
  • i'd like to note that it’s easy to miss the first map in the tutorial because you level up right as you’re about to get it. i had to backtrack all the way back to it the first time i played (on the version just before this one) to get it because i was stuck at the part where there are multiple blocked exits and it was telling me to go forwards even though i couldn’t
  • i don’t like that the choice of healer is random, i'd prefer to choose
  • i find the backpack unwieldy. you have to look through both tabs to see all your items, you have to drag each item to see if you can use it, and the backpack doesn't close when you click out of it. i'm also on a time crunch when in the dungeon because of the sleeping skeletons so there's no way i'm able to read all of the stuff on my items

as for bugs:

  • the game crashed once when i tabbed out
  • i got a upgrade for healing stream that indicated it shouldn't be in the game (something about decreasing taken fire damage and increasing taken electrical damage)
  • *my town screen doesn't load properly and looks like the below. i'm not surprised this happened as i've had weird bugs with Godot before


Developer(+1)

Thanks for the Feedback.
A couple of notes.
i hate that hovering over someone's HUD in the side menu changes my target

There is an option to changes that
i don’t like that the choice of healer is random
When you upgrade the Inn, you can start buying slots that let you choose your healer

I'll think of ways to nudge players into knowing this passively.