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(+1)

Amazing new update, just a some things I noticed.

Levelgen

  • Stairs can spawn in a place where they "block off" another part of the level

UI

  • No tooltips for currently evoked runes, meaning you can't see what the rune evoked by Chaos Accretion does
  • There is no loading screen, so starting a game or going downstairs, the game appears to freeze for a while
  • Tiles above walls are greatly obscured
  • A way to see perks taken would be nice, perhaps a tooltip for the player, or a menu
  • The shop dummy gets the alerted icon
  • The tooltips for enemies only display resistances, not other modifiers, such as attack (i.e. archum, medusa), movement (i.e. winged snake), on death, or other (i.e. scobo)
  • Cheat death perk should specify that it only blocks hp loss below one, and does not act as a heal

Gameplay

  • Static discharge makes it far to easy to kite melee enemies
  • Leap + Recoil direction is inconsistent
  • Cheat death is rather weak, perhaps a heal up to 50% max hp upon otherwise fatal damage
  • Ice rune + quick evocation means stunlocking single enemies
  • I don't see why double of one type of rune gets bonus range, especially since the splash already gives it more effective range
  • Blue Wizard doesn't need the bonus health over red, it is already very strong
  • Not a  fan of the Lightning just be Fire with a wider damage range. Perhaps slightly weaker but has +1 range?
(+1)

Thank you, and thanks for such detailed feedback that is extremely helpful!  For evoked rune tooltips the plan was going to be to have a single tooltip that shows the complete effect the spell would have with those runes, but I hadn't considered the fact there are ways to evoke runes you dont currently have, so maybe I'll need both types of tooltips.   How do you feel about enemy stats (HP, dmg, abilities, etc) being revealed in their tooltips  as you kill more of them?  Would you rather have everything up front or learn about them as you play?  With Static, did the downsides (randomly hitting undesirable targets like chests and torches) not feel like they off set the kiteability it provides?  Lightning actually doesn't scale in AoE with more lightning evokes!  So it might be even worse than previously thought lol.  There will be some more interaction that havent been implemented yet that should help differentiate them more, but I am definitely going to test lightning specifically more for feel.  Thanks again, making alot of notes :D

(+1)

Personally, I prefer info up front. Static discharge is a real mixed bag, getting toasted by torches was pretty brutal actually.