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(+1)

i have beaten it for the second time

my thoughts are: "i love it, where's the sequel". it was a lot of fun seeing this game through the DDs. it kinda fits with the story a bit- except instead of purgatory it's escaping agdg. maybe i'm reaching but it feels like the DD were part of the adventure.

anyway, here's a bunch of feedback to burden you with

SFX imbalance. a lot, like the waiting SFX, are grating and loud. would be fine if lowered but on their own as-is they're a pain. same with the default selection SFX, but the "back" sfx is fine.

fight speed resets every fight - leave it to what i set in the last fight please

fishing isn't explained to the player, you just sorta kinda do it. i caught every type of fish throughout the game, but just for the fun of it. apparently i got trinkets, but i have no idea what those are or where to get them.

mosca's RPS effect should have a soundbite to know the result - different pitch based on result?

killing the final enemy in a fight and having a party member have a turn immediately after leaves the menu open and interactable (until the text prompt shows up anyway)

xanadu soldier can guard two units at the same time? kinda weird

reloading save on the 4th round breaks things. game things i'm on an incorrect tile (away from where the screen is pointing), cant click anything. had to restart level. the exp also wasn't loaded, because i kept the old exp after reset, so doing the first fight gave me a level up

not gonna bother trying cards due to the bad presentation - a giant wall of text? bad impression. i'd rather just continue fighting. unsure what the reasoning for that and fishing are - i think the strength of your game was wanting to go and read the next story slide. doing the fishing and cards just delays that.

are bug when haydn attacked gazia, who used defend on haydn. haydn hits himself, lifesteals, and then his health bar above his head was full but his actual health was less than half

game crashed on a fight when haydn died in the thick forest level on the first fight. that level in general felt like a difficulty spike.

in the teleporter level w/ angels, after winning a fight in any biome, the path in that biome doesn't become white, so its a bit disorienting

medusoid hybrid d jelly sfx which sounds like a "radar ping" is obnoxious to listen to.

medusoid hybrid doesn't have a box around his animation when he casts his AAH spell

why do some portraits have AFTERLIFE GLADIATOR text in the background? feels like a temporary background element.

getting eliminated on the desert gaz level crashes game. the enemies that get hasted there (before the rotating tiles) are a bit too hard to deal with if you get unlucky and roll a difficult combo

gaz slaps mosca almost every fight. its great.

consider improving the artwork for when gaz gives finn the mantle and circlet. his reaction is kind of wonky

N E S S E N E E was what i took from the clues for the second sannoval trap, but having two options for a lot of paths (south left or south right?) made for i presume an incorrect answer since i followed what i thought was correct, but still got the "bug filled" u result. doesn't seem to do anything except be annoying a bit?

going underground with mosca, Enkidu and sasha, you reach the hallowed ground. i am prompted that finn has unspent points, but i cant select him - this happens for every ground that has an original party member and one that is not in the current party but has a unspent points.

i don;t remember if you could pick your party in the last build i played with brunner in the audience fight. very nice. in menus like these, 'RETURN' button is misleading - maybe replace it with PROCEED?

the haste sound from the carnivore dinosaur sounds like a banjo, pretty unusual.

looking back, most of the feedback is tied to just a few SFX sounds that can be quickly replaced if you see it. that and some crashes, but otherwise all is solid. the game did not feel particularly easy as it did before - although the final fight(s) are a bit on the easier side. the only mechanic i really dislike is when enemies need to be the last ones standing before you are allowed to slay them - the big issue is no indication. you expend resources to kill them, and you frustratingly find out "oops, you cant kill them yet!".

that's it. i wish you good luck with the release of the game. it's been a pleasure playing it every DD.

(+1)

Thank you for playing, you have been a lot of help. 

The crashes on stage 7 are a little worrying because I haven't been able to recreate them and you are not the first one to encounter them. I was already aware of a lot of the issues you have pointed out and simply didn't have enough time to fix them in time but I hope to correct that later. The fact that others notice these imperfections as well is useful to know regardless. Adding a sound to the little RPS animation in particular has been on my to do list since forever.

As for the rest, I just haven't been able to come up with a good design for the special characters background. It used to a checkerboard pattern before but that didn't look good either. 

Gazia's AI is lore friendly.

Defenders can guard multiple units, but a unit can't be guarded by more than a single defender. I honestly didn't think this one through, I just copied Medabots.

The minigames are there to break up the fighting a little bit but they are completely optional and unavailable during the third act as to not kill the pacing. Also, with a the ability to pet an animal and a fishing minigame I'm only missing a metaphor for depression to be a real indie game developer. 

I can probably think of some kind of indication that enemies are immortal while others remain, but I don't know what yet. 

That's all I had to say that was even remotely interesting. Thank you again for playing and for the feedback. The document I use to record issues is sitting at 992 items and you posted more than 8 suggestions so congratulations on getting the 1000th note! I have no rewards at the moment, but I'll think of something.