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I tried several runs, died a ton to the first guy and killed the first guy twice. I've never played a match-3 roguelike so I think the idea is fresh and cool. I like that you are not limited to swapping one over like traditional swap 3s, which might need to be explained to the player, and I like the different orbs having different effect which I found out when I gained a new orb (I realize now that inbetween fights you can actually view your orbs so that's good.) However I believe there's a slight balance issue, the first fight of the game should be easy on the player and get progressively harder to the point where if you don't get the right relics you lose. The first monster has a lot of health and does a lot of damage relative to what you the player can block, heal, and deal. It is possible to kill the first monster but very difficult and I never killed the second. If this is a get good scenario please let me know. The only other slight I found is that it didn't seem that matching 4,5, a cross pattern, or comboing increased the effect of the orbs that much. Since these are slightly harder to pull off I, as the player, would expect a bigger payoff. If this is the case then I missed it, and perhaps text onscreen would help players realize this.  I think this is a cool idea and looks good and actually has a pretty good story & theme compared to most rogue games. I look forward to seeing this game progress.

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I guess that a clip of the intended gameplay can show the current enemy level better than writing about it, so here you go.

>The only other slight I found is that it didn't seem that matching 4,5, a cross pattern, or comboing increased the effect of the orbs that much.

I agree that they should feel special; my approach was, rather than making these reward a power bonus every time you match them, to have them be conditions for activating orb/relic effects. In case you're talking about these latter orbs/relics feeling underpowered, I believe that this sensation is due to the fact that all the bonuses that I currently have in the game are multiplicative, exacerbating the problem of a low amount of combos doing way less damage than a high amount of them. The idea of making some of these bonuses additive sounds excellent because it still rewards every level of skills while being much more useful to new players, which I'm seeing is needed given the consensus on the game being too difficult. Thank you for putting me on this train of thought.

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Wow I realized you could move pieces like that but I had to rewatch your first move several times to even process it. I suppose expecting this gameplay might be a problem from the first fight. It might need to be possible to either explain that this kind of gameplay is required to play through several tutorials, or make the first fight possible to win easily with less complex gameplay and make it progressively harder or ideally a mix of both. 

In my opinion I think people would react better to flashy bonuses to doing combo things rather than forcing people to do it for some kind of condition. Additive is a great idea to balance out some of the damage while still rewarding higher combos.