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A jam submission

FIENDRISEView game page

Fight through endless hordes of enemies in this action-roguelike, bullet-hell game.
Submitted by starcrit (@starcritdev) — 2 days, 23 hours before the deadline
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FIENDRISE's itch.io page

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Comments

(1 edit)

-Please let upgrades be selectable with wasd/arrow keys and space to confirm, it feels better than having to move your hand to the numrow

-Rather than "If you have above 5 power the zone deals poison" it's better to have that as an upgrade card. I think it's better if players don't "have to" start planning their build before playing.

-chests are interactable, some lampposts, discarded swords are not, please distinguish interactables a bit more, perhaps an outline

-Poison area and fire area effects should be more transparent, perhaps visually cover their entire area of effect and not just the outline because those games tend to have skills with precise stable outline hitboxes like that, where the skill doesn't hit you inside the zone.

-Every class I try feels squishy as hell 
-some skills draw over the player, reducing visibility, this is particularly harmful because you can barely tank anything. If you draw over the player, please reduce alpha.

-Knight AOE skill that damages yourself for 5 activates when there are no enemies around, it helped me kill myself just as I entered level 2(I also tried to collect a shrine upgrade and got hit by the gargoyle)

I'd like the early game to be more straightforward and less punishing so players don't drop out, perhaps shrines can be auto-collect, pressing an extra button while being chased by a mob isn't optimal(you also get a popup requiring you to stop and read if you don't know the shrine type) . but the game is pretty solid, I didn't experience bugs. I think it just needs polish around music, visual adjustments and a slightly more addicting and faster loop to draw players. (VS has sound on collecting xp maybe? a nice tune on level up? calculate time until levelups in VS and similar games? I'm pretty sure you get faster levelups in VS, getting more skills, more visually interesting, better overall for player retension)

Developer

Thank you  for the feedback! Some stuff is spot on such as giving chests more outline, some other stuff is already there such as the upgrades being selectable with keybinds (1,2 and 3 as shown by the UI buttons).

Submitted(+1)

I'm not too familiar with VS likes, but I had an okay time.
Not entirely sure if adding actives to an autoattack genre is secret sauce; I thought the whole point was to kind of turn your mind off and enjoy the dopamine machine?
Still, combat felt pretty good from a noob perspective. Upgrades could be simplified maybe? I think the UI could use some improvement in accessibility.
Maybe take nothing I said here seriously

Developer

Thanks for playing and for the feedback!

I tried my best to have an accessible UI, such as having hover panels and tooltips to pretty much everything, and the "HELP" button as well. 

Developer

What changed since last demo day:

  • 3 new playable characters: Fallen Paladin which is similar to Diablo 2's paladin, No'Kra which is a melee warrior-type character with a rage system and the Void Hermit which is a gunner-type character;
  • Many new mutations (power-ups): there are currently 20 unique mutations in the game;
  • Game flow: each stage (biome) has an unique boss, and there are currently 4 levels total (1-1, 1-2, 1-3 and 3-1 which is the Desert, where the demo ends with an unkillable boss-fight);
  • Music: each stage has an unique soundtrack;
  • Much better effect when the player gets hits by damage;
  • Video settings: fullscreen, screen-shake, FPS counter;
  • A "death-recap" UI when the player dies, kinda WIP but there's something;
  • Many fixes and improvements;