-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)
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