Hey! Just finished my second playthrough, and thought it prudent to leave a comment.
I've always found it difficult to give feedback and suggestions for a project such as this since I'm acutely aware of the harsh decisions and shortcuts that need to be taken to fit anything useful within such a ridiculous deadline.
Let me start off by saying that the resulting game is an incredible achievement. Especially given the fact that it's not only a project as part of a University course, but also one with a very limited production cycle.
That being said, there are a couple of points I think I could make, while still adhering to the strict timeline:
- Difficulty - It's very easy. I played through an entire run without dying on my first try, and I wouldn't call myself an ARPG-veteran. While a robust system of scaling difficulty can certainly be daunting, there are several cheap tricks you could take advantage of already. For example, you're playing around with modifying stats when reaching the upgrade-runestone-thingie. It should be fairly straightforward to play around with damage, attack/movement speed, accuracy, and even health of the enemies to give an exponentially more terrifying experience.
- Improperly scaled scenes - I've got a monitor with 2560x1440 resolution, and it looks like something really funky is going on with some scenes. Specifically loading into the main menu, cutscene, and credits. It looks like the canvas, or just the background + menu items don't stretch to my screen size. Instead, we get a lovely view of that classic Unity default scene in the background.
With that said, thank you for taking the time to read through my ramblings, and let me congratulate you all again for the terrific job!
Looking forward to whatever you come up with next!