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(2 edits)

Here's a youtube video of the playthrough:

I hope it helps.  I cut out grinding for credits once & setting-up the internals.

Good hack & slash, I can tell you're a big fan of the genre!  I didn't notice any bugs and it seems very well developed so far  Character customization is very cool!  Honestly, the whole earn-credits-upgrade-retry-trial seems really cool and has a lot of potential. For the demo, I would suggest just giving people a lot of credits to spend to buy things from the store so they can try out all the mechanics without having to grind.  As you can see in the playthrough I tried fighting maxotaur a couple times without realizing I had a bunch of modules I could install, so maybe add a UI element that shows uninstalled modules that could fit.  Also, I talk about this in the video but when modifying internals maybe add an "optimize" button that would optimize the location of all currently installed modules.

One of my suggestions is to add more cancel options  (i.e. cancel a dash into an attack/block/jump, attack into dash/block/ jump, etc.) so that way player could do more stylish combos.  Or make cancel routes modules for the player to buy & install.  That'd be cool to and synergizes well with the existing gameplay you have now! Also, I'd suggest being able to combo dead enemies a bit & being able to continue combos between enemies, I was trying to launch the more basic enemies but they'd die so quickly I wouldn't get to that part of the combo.

I've only played it for a little over half-an-hour (trying to play through more DD submissions first) but I'll definitely come back to this and leave a more detailed review afterwards.

Honestly, I think you're working on something with a lot of potential here!  I better see you tweeting & making youtube videos because I would HATE to see this thing not do well!  Just think of it as part of the development process (i.e. X videos by version 0.3.0, weekly devlogs by version 0.4.0, etc.).  If you're worried about video editing tools blender isn't terrible and is free.

Upload & processing DONE!

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Wow, thanks so much! For the detail and the kind words ^_^ 


>give player credits for the demo to skip the grind 

I almost did! and I certainly might next time!


>"optimize button"

I think that might take a bit of the strategy out of it, but I'm hoping to make a lof of QoL changes to the menus/Ui for that, which may take some of the pain away. 


>cancel options

definitely on the todo, probably as upgrades


>being able to combo dead enemies a bit & being able to continue combos between enemies

I hear ya, unfortunately with the way the targeting system is setup there's a lot of nuance to guessing whether the player wants to change targets or just turn the camera (while softlocked), so I chose to make the target kindof sticky during the combo.  
There's certainly more fine tuning I could do with it though, and I have some ideas ; )


>tweeting & making youtube videos

ha.... I do a little bit now and then, there's a certain point were I think I'll start promoting it a lot more but I haven't hit that quite yet 
I have high hopes tho! 


I'll be taking notes while watching your video ^_^

Thanks again for playing!

(1 edit) (+1)

>"optimize button"
Yeah, during the video you can hear that I'm a little conflicted about suggesting it.  I can tell that you want customizing internals to be an integral part of the game and it is pretty fun.  I cut out about 5 minutes where I just look at all my modules and tinker around with everything.  And it also raises the question what would the algorithm optimize for?  One player might do a melee focused build, another a gun focused one, etc.  Honestly, I'd say don't make a decision on it yet.  You don't need it right now and it seems you have existing improvements planned already so worry about it later.

Also don't listen to when my comments about crouch on shift.  My only suggestion is to make the player dash/roll backwards (or any other preset direction) if they press shift without a directional input instead of crouching.

And you never hear me complain about the soft-locking system in my playthrough because it's so good it goes unnoticed.  Certainly shows that you put in a lot of fine tuning on that.