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(+1)

Very cool battle game.

  • Really liked the idea of customising your build before each battle, based on the enemy.
  • Would have liked more time to do the build customization though. Often the fight starts before you’re ready, when you’re still customizing. An explicit “start battle” button would be helpful.
  • Would be good to have a fullscreen option.
  • The level of detail in ability selection is great, with skill points to be distributed across different categories of skills.
  • However, I felt the combat system leads to an underutilization of the skill tree due its real-time nature. I found it hard to do a lot of planning or customizing during battle, like for e.g. when the elemental nature had to be switched between nullifying the shield or attacking the enemy.
  • More of a personal opinion, I would have preferred either a full turn-based system, where you can actively plan each move, or else an autobattler, where you mainly focus on the ability selection.

Either way, the core game is great and has a lot of potential. All the best!

(+1)

Thanks for the feedback! We're experimenting now with giving players a countdown timer of a few seconds before each battle to plan, as well as an autobattler option that increases player cooldown timers for balancing purposes, but our original intention was to make a game that required lots of fast-paced decision making that discouraged spamming. We're hoping to have a fixed up version by end of the jam, and then develop it into a more fleshed out game afterwards